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Variable refresh rate (VRR) refers to a dynamic display that can continuously and seamlessly change its refresh rate without user input. A display supporting a variable refresh rate usually supports a specific range of refresh rates (e.g. 30 Hertz through 144 Hertz). This is called the VRR range.
G-Sync is a proprietary adaptive sync technology developed by Nvidia aimed primarily at eliminating screen tearing and the need for software alternatives such as Vsync. [1] G-Sync eliminates screen tearing by allowing a video display's refresh rate to adapt to the frame rate of the outputting device (graphics card/integrated graphics) rather than the outputting device adapting to the display ...
FreeSync dynamically adapts the display refresh rate to variable frame rates which result from irregular GPU load when rendering complex gaming content as well as the lower 23.97/24/29.97/30 Hz used by fixed video content.
That eliminates the stutter that occurs as the rendering engine frame rate drops below the display's refresh rate. [4] Alternatively, technologies like FreeSync [5] and G-Sync [6] reverse the concept and adapt the display's refresh rate to the content coming from the computer. Such technologies require specific support from both the video ...
In these contexts, frame rate may be used interchangeably with frame frequency and refresh rate, which are expressed in hertz. Additionally, in the context of computer graphics performance, FPS is the rate at which a system, particularly a GPU, is able to generate frames, and refresh rate is the frequency at which a display shows completed ...
A depiction of 5 display refresh cycles with what may be shown during a micro stuttering case. Each colored section represents one of the GPU's frame buffer and each color change represents a frame buffer swap. Assuming a 60 Hz refresh rate, a benchmark tool may report this as 144 frames per second.
However, the lower refresh rate of 50 Hz introduces more flicker, so sets that use digital technology to double the refresh rate to 100 Hz are now very popular. (see Broadcast television systems ) Another difference between 50 Hz and 60 Hz standards is the way motion pictures (film sources as opposed to video camera sources) are transferred or ...
A common design uses a graphics library such as OpenGL or Direct3D which interfaces with the graphics driver to translate received commands to instructions for the accelerator's graphics processing unit (GPU). The GPU uses those instructions to compute the rasterized results and the results are bit blitted to the framebuffer. The framebuffer's ...