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Modern Windows devices have an option of variable refresh rate (a.k.a. VRR). For example, refresh rate of my laptop is from 60Hz to 120Hz. And, it switches automatically on contents (applications)
But, Win2D cannot recognize this VRR feature. It always fixes to lowest refresh rate without other app's display operations.
using (var canvasDrawingSession = canvasSwapChain.CreateDrawingSession(Colors.Black)) {
// Some Direct2D operations
}
canvasSwapChain.Present(0);
On 60 to 120 Hz display, it seems to run 60fps. But, when I moves my mouse rapidly, Its framerate goes to 120fps because movement of mouse cursor triggered VRR to match refresh rate to pointer movement.
Modern Windows devices have an option of variable refresh rate (a.k.a. VRR). For example, refresh rate of my laptop is from 60Hz to 120Hz. And, it switches automatically on contents (applications)
But, Win2D cannot recognize this VRR feature. It always fixes to lowest refresh rate without other app's display operations.
On 60 to 120 Hz display, it seems to run 60fps. But, when I moves my mouse rapidly, Its framerate goes to 120fps because movement of mouse cursor triggered VRR to match refresh rate to pointer movement.
Could it be solved without any user gesture? I set DXGI_PRESENT_ALLOW_TEARING on swap chain creation and present function by modifying Win2D source code directly. (https://www.intel.com/content/www/us/en/developer/articles/technical/enabling-intel-adaptive-sync-with-11th-generation-intel-processor-graphics-and-microsoft.html)
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