![]() The driver allows the swap chain to be filled, and then stalls the calling thread when there is no more room. Platform-specific graphics drivers generally stall the thread that calls Present() to prevent the game running faster than the frames are presenting. When the r.OneFrameThreadLag CVar is enabled (as the default), this syncing ensures that the game thread does not get more than one whole frame ahead of the rendering thread. ![]() In previous engine releases, the game thread synced with the rendering thread at the end of the frame. ![]() Low-latency frame syncing mode modifies the way thread syncing is performed between the game, rendering and RHI threads, and the GPU, to greatly reduce and control input latency.
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