Originally posted by mdedetrich
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They need the smoothest animations, lowest latency, and the least amount of distracting effects to achieve the best results.
Higher refresh rates by introducing tearing causes problems. Tearing is distracting effects. How bad distracting effects harm you play is different human to human sometimes it a lot other times it not much.
mdedetrich there is reason for "G-sync/Adaptive sync/VRR" bits. The demand for VRR bits is more important than allowing tearing for best player performance.
Remember this feature being added to Mesa is not about FPS as such this is about allowing tearing at the same FPS. Gaming tearing is not universally beneficial.
Yes teared output here and there might give a player a part frame information sooner but it also part frame that can be conflicting information the player is seeing.
Remember not every human handles getting part frames of information equally well.
https://www.techspot.com/article/2546-dlss-3/ DLSS is another case where getting higher FPS/refresh rate does not end up with a better latency. So its not a basic fact that higher FPS/refresh rate is in fact better performance. How you get the higher FPS/refresh rate is very important. There are ways to get higher FPS/refresh rate that don't end up giving you better performance really. DLSS is simple to measure and show it stuffed.
Tearing is not as simple to measure and since not every human responds the same to part frames of information makes it a per human thing.
mdedetrich basically stop repeating myth the important value is totally latency including the human player reaction time.
More FPS/refresh rate is not always better simplest example prove that this is false with DLSS and systems like it because the Nvidia's LDAT tool and tools like it. The effects on tearing on human are a lot harder to show.
How you got more FPS/refresh rate is just as important as having more FPS/refresh rate.
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