How does enabling V-Sync affect frame rate and screen tearing in my 3D game in Godot?

Understanding the Impact of V-Sync in Godot

What is V-Sync?

Vertical Sync (V-Sync) is a graphics technology employed to synchronize the frame rate of a game with a monitor’s refresh rate to reduce screen tearing. Screen tearing occurs when multiple frames are displayed in a single screen draw, which can be visually disruptive during gameplay.

Performance Implications

In the Godot Engine, enabling V-Sync can affect the frame rate by capping it to your monitor’s refresh rate (commonly 60Hz or 144Hz). While this aids in eliminating tearing, it introduces a trade-off: input latency. V-Sync can add input lag since frames are queued and released in sync with the display refresh, which can be detrimental in fast-paced games.

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When to Use V-Sync

  • Stable Frame Rate: If your system can consistently maintain a frame rate equal to or above the monitor’s refresh rate, enabling V-Sync helps reduce tearing and provides a smoother visual experience.
  • Reduced Tearing: For visually demanding 3D games where minor screen tearing is unacceptable, V-Sync ensures a clean and uninterrupted visual output.

Potential Downsides

While V-Sync eliminates tearing, it can lead to issues such as:

  • Lag in Control Response: Increased input latency can affect game responsiveness, particularly in FPS games.
  • Inconsistent Frame Rates: Enabling V-Sync when the GPU struggles to meet the refresh rate can cause notable frame drops as frames are locked to the refresh intervals.

Alternatives and Best Practices

  • Adaptive V-Sync: Use adaptive V-Sync settings if available, which disable V-Sync if the frame rate falls below the refresh rate to prevent stutter.
  • G-Sync/FreeSync: Consider using these technologies if your hardware supports them. They adjust the monitor’s refresh rate in real time to match the frame rate, reducing tearing and stutter without significant latency.
  • Framerate Limiting: In Godot, use engine tools to cap the frame rate slightly lower than the refresh rate, reducing latency while keeping most of the screen tearing at bay.

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