brightness control in old games that modify system gamma instead of window's.Įnabled by default for every application. Lower latency, better color profile handling, and support for Windowed overlays (Xbox Game Bar, volume and brightness sliders etc.).īecause of being a Windowed Mode under the hood, it can break e.g. Fullscreen with Fullscreen Optimizations (Fullscreen Optimizations) - an update to FSE for DirectX added in Windows 10 1803.Ĭonverts DirectX applications running in FSE mode into a pseudo borderless mode with Flip Model for faster Alt-Tab,.Supported by every graphics API other than D3D12 Deprecated by Fullscreen Optimizations and Windowed with Flip Model for DirectX games. Can lose color profiles.ĭespite that, it offers the best feature compatibility and perfomance for games that don't use Flip Model. Has slow Alt-Tab due to display ownership transfer, can be problematic if games are badly coded and switch to odd resolutions or refresh rates by default. Fullscreen Exclusive (FSE) - legacy method of displaying content where application takes complete ownership of the screen.Vulkan and OpenGL use BitBlt in Windowed Mode. The only presentation model for Windowed D3D9 (and lower), but still very common in D3D10 and D3D11 games. While performing similarly to Flip Model in Fullscreen, in Windowed Mode it has worse performance and always-on V-Sync on top of already additional latency caused by additional copy operations due to being software composed. BitBlt Model - older presentation model used by most applications.Additionally, DXGI version supports tearing (V-Sync off) in Windowed Mode, HDR and has Multiplane Overlay (MPO) support.ĭXGI variant is supported only in D3D10 and upwards, enforced only in D3D12, and exists only on Windows 8 and upwards.ĭ3D9Ex Flip Model is not feature matched and lacks any DXGI improvements. Flip Model - presentation model first added in Windows 7 with D3D9Ex and upgraded in DXGI in Windows 8-10.Īllows "fullscreen-level" of performance and latency.It can minimize the rolling tear however, but that varies between displays, and such, it's not a guaranteed feature.Īdditionally, the latency reduction applies only at framerates below V-Sync window (display's native refresh rate) - if framerate matches the native refresh rate, VRR engages V-Sync emulation. Yes, despite popular misinformation, VRR alone doesn't get rid of tearing. Hardware capabilities vary between GPU manufacturers. They allow for hardware image composition without any latency or performance penalty (for example displaying windows on top of each other), as well as Multiplane Overlays (MPOs) - hardware scanout planes for the GPU.They allow the display to adapt its refresh rate to the framerate, allowing to use V-Sync at arbitrary framerates and reduce its latency. G-Sync | Freesync - Variable Refresh Rate (VRR) technologies developed by NVIDIA and AMD respectively.Vertical Synchronization (V-Sync) - technology allowing to keep display's scanout and refresh in phase to eliminate screen tearing,.
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