Issues with VSync after "Firebirds" Update

Anyone getting anything similar? For me it goes above the cap often (I switched to dx12)

Edit 1: Seems to go back to normal after playing a few games/reselecting settings

For me the launcher shows a different vsync setting to in-game.

Launcher is now showing it as off (previously I had it set to variable), but then first time in-game in the graphic settings it was also set to off, so I set it to variable.

Starting game again the launcher is still showing as Vsync is off, but in-game it is showing variable.

So perhaps something related to that inconsistency? (I didn’t try a battle before resetting the in-game graphics)

Vsync is never a good thing to begin with. If you know how and you are on PC I would recommend using your GPU software to manually limit your FPS, with that limit it at 5 frames higher than your screen refresh rate.

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I’ve tried not using it, but only on war thunder i kept getting screen tearing even when capped

Out of curiosity, why specifically 5 frames higher?

Ye why I manual limit. If you drop a frame at tries to render a bad frame and well, screen tear. Better to have some headroom.

Sorry I am not the best at typing, help from chat GPT

Screen tearing happens when the display shows information from multiple frames at once, which can occur when the frame rate (FPS) of a game and the monitor’s refresh rate are out of sync. V-Sync (Vertical Synchronization) is designed to eliminate screen tearing by matching the game’s FPS to the monitor’s refresh rate. However, this mechanism can cause issues during FPS drops. Here’s why:

How V-Sync Works:

  • V-Sync waits for the monitor’s refresh cycle to complete before rendering the next frame.
  • If the GPU can’t maintain the monitor’s refresh rate (e.g., 60 Hz = 60 FPS), it causes a delay in delivering frames.

Why FPS Drops Cause Issues with V-Sync:

  1. Sudden Frame Drops:
    If your GPU struggles to meet the monitor’s refresh rate (e.g., 60 FPS on a 60 Hz monitor), V-Sync forces it to drop to the next divisible refresh rate (e.g., 30 FPS, 20 FPS). This drastic FPS change leads to a noticeable drop in performance and stuttering.
  2. Double Buffering Delay:
    With standard double buffering, the GPU waits for the next refresh cycle to deliver frames. If it misses one, you’ll see the previous frame repeated, leading to micro-stutters or an apparent tearing-like artifact.
  3. Input Lag:
    When V-Sync is enabled, the GPU queues frames to synchronize with the monitor, adding latency. During FPS drops, this delay increases, causing sluggish input response.

How Screen Tearing Can Appear with FPS Drops:

Though V-Sync aims to eliminate tearing, if the GPU’s rendering lags significantly, the synchronization may occasionally fail under heavy load, resulting in partial frames being displayed. This can lead to:

  • Visible tearing artifacts similar to what happens without V-Sync, especially during rapid camera movements.
  • A “choppy” visual experience due to mismatched frame timing.

Variable refresh has been around for a while now, so wouldn’t that be the better option?
(you can still limit max FPS to reduce load on your graphics card and get a more consistent FPS if wanted).

(Edit: although gotta say I logged on today and there is no Variable refresh rate option any more… hopefully it’ll be back soon)

Thanks, I see you’re thinking of video streaming where individual frames can download corrupt, thus we buffer them. This however is not the case for games like War Thunder where frames are being rendered locally by the GPU.

Setting V-Sync to anything above your monitor’s refresh rate unnecessarily increases demand on your GPU and will lead to screen tearing which is where the next frame is being rendered over the current frame.

That ChatGPT response is referring to FPS drop where your GPU cannot meet the monitor’s refresh rate, in which case you’ll need to lower your graphics settings to reduce demand or if that fails, leave FPS uncapped.