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Re:Apple's CVDisplayLink Doesn't Link to Your Display by trishume on Saturday December 09, 2017 @09:59PM (#15889601)
I have a lot of avenues to test but unfortunately testing each one requires setting up a sample app with signposts and recording a bunch of runs in Instruments, so there's a bit of work to do if I want to figure out the right way.

And do you have a 120fps+ monitor? If not I'm not sure what you mean by 120fps unless it's broken or not vsynced at all and painting twice per frame. If you have a proper way of waiting on vsync 120fps is just a waste of power with no benefits and you don't want that.

Re:Apple's CVDisplayLink Doesn't Link to Your Display by adamnemecek on Saturday December 09, 2017 @10:05PM (#15889626)
Haha welcome to gpu programming. You should hit up Warren Moore on Twitter (@warrenm), he’s a real life savior.

Re: 120fps, I questioned it myself but the difference is perceivable. Idk if something is broken or not I was confused too. Re power consumption, that’s why you enable setneedsdisplay.

Re:Apple's CVDisplayLink Doesn't Link to Your Display by trishume on Saturday December 09, 2017 @10:10PM (#15889642)
Maybe the reason that 120fps is perceivably better is that your draw calls don't line up with vsync, so doubling the number of frames eliminates the dropped frame effect in @jordwalke's diagram!

And thanks for the Twitter recommendation, I followed him.