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  2. Screen tearing - Wikipedia

    en.wikipedia.org/wiki/Screen_tearing

    Video games, which use a wide variety of rendering engines, tend to benefit visually from vertical synchronization since a rendering engine is normally expected to build each frame in real-time, based on whatever the engine's variables specify at the moment a frame is requested.

  3. Multiple buffering - Wikipedia

    en.wikipedia.org/wiki/Multiple_buffering

    Sets 1, 2 and 3 represent the operation of single, double and triple buffering, respectively, with vertical synchronization (vsync) enabled. In each graph, time flows from left to right.

  4. List of backward-compatible games for Xbox One and Series X/S

    en.wikipedia.org/wiki/List_of_backward...

    Games utilizing a dynamic resolution will hit their max resolution more often, or at all times due to the increased performance of the Xbox One. 16x anisotropic filtering – Greatly enhances the quality of textures. Forced V-sync – Prevents screen tearing.

  5. Vertical synchronization - Wikipedia

    en.wikipedia.org/wiki/Vertical_synchronization

    Vertical synchronization or Vsync can refer to: . Analog television#Vertical synchronization, a process in which a pulse signal separates analog video fields; Screen tearing#Vertical synchronization, a process in which digital graphics rendering syncs to match up with a display's refresh rate

  6. Nvidia G-Sync - Wikipedia

    en.wikipedia.org/wiki/Nvidia_G-Sync

    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 ...

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  8. Variable refresh rate - Wikipedia

    en.wikipedia.org/wiki/Variable_refresh_rate

    On displays with a fixed refresh rate, a frame can only be shown on the screen at specific intervals, evenly spaced apart. If a new frame is not ready when that interval arrives, then the old frame is held on screen until the next interval (stutter) or a mixture of the old frame and the completed part of the new frame is shown ().

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