Originally posted by hitech
This is a false statment.
And the convergance changing bug was fixed long ago.
HiTech
re: vsync...
care to put this in layman's terms then?
quoting skuzzy from this thread (along with what siaf__csf said)
http://www.hitechcreations.com/forums/showthread.php?s=&threadid=99176 (my italics added)
Now it gets complicated. When vsync is enabled, you are assured that every frame rendered is displayed, as long as the video subsystem properly honors vsync. So what is a game doing when it cannot shove data to the video card during a frame draw?
Well, it depends on how many frame buffers a game allocates and if the frame buffers are full or not when the game wants to render a frame. It also depends on how the video subsystem (hardware/driver) decides it wants to handle it.
Sometimes a video card can stall the data delivery so a frame will not be missed, sometimes it might throw away a frame buffer to allow the game to continue. Really hard to know as it is dependent on the video subsystem.
Most of the time a video subsystem will make the best attempt to make sure the video frames are rendered so they do not miss any data, which keeps the video smooth and accurate.
Without vsync, a video subsystem has several options available. It can overwrite the video frame, which will typically cause 'tearing' in the video display due to mismatched frames being partially overlayed.
The video susbsystem may opt to finish a current frame buffer and overwrite previous buffers, which can cause some jerkiness in the motion of objects, but this method eliminates the 'tearing' effect.
A game could also send the same frame over and over again, if the update information is not available for the next frame. This last item can lead to some intersting visuals. For instance, in an online game, the object in your view needs a packet update from a server to be placed accurately in its environment. If you are running insane frame rates, your player/object could get updatred many times while game code simply extrapolates the remote object position. Suddenly a packet update arrives and the extrapolation may not have been accurate and the remote object jumps.
Your position, which the remote player has not gotten yet coupld also jump as while you are running insane frame rates and your object has been moving around, the remote player does not see it until he gets a packet update.
Now, both of you are out of sync, which can cause perception of lag, when in fact, it is a video synchronization problem and may not have a thing to do with lag. This can be more exaggerated with very high CPU speeds as well.
Keep in mind, I am not specifically talking about Aces High. Just the overall effect running without vsync can have on a multi-player game.nopoop had this to say in
http://www.hitechcreations.com/forums/showthread.php?s=&threadid=117118Vsync on is important for another problem that comes with having it off. Rubber bullets. If your not sync'd that hit sprite might be a "tweener" and gets lost. If you lose it, your cons FE isn't notified. [/i]
seems to me what i said was more or less accurate in that what you're seeing on your monitor, with vsync disabled, isn't getting sent to the server, hence, rubber bullets. only thing i see i could be wrong was originally using the term "unseen" frames, even then you can only see the amount of frames your monitor refresh is at. and lag itself can play a role in the matter. vsync disabled can magnify it from what i understand.
care to clarify?