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[14:19:15] <gamester> I'm excited for VK_EXT_calibrated_timestamps but only mesa supports it so far.
[14:22:56] <sharpneli> It might be really tedious to perform as you must sync the timer in the GPU with the one on CPU
[14:23:08] <sharpneli> And there is variable latency in PCI-E bus
[14:24:00] <sharpneli> And as an example on Windows you never know when WDDM actually pushes your commands to GPU. Can take milliseconds. So precision less than that doesn't work.
[14:36:20] <fazias> It's also fine if you just keep them separate on your-chosen-profiler
[14:40:59] <fazias> I mean you don't have to care for pci-e bus latency as the timestamp comes from gpu, which has different timedomain compared to cpu
[14:41:19] <fazias> and you have to translate the gpu timestamp to you cpu domain, but that's about it.
[14:43:16] <fazias> not that I've yet completely understood what that api strictly solves... :)
[14:43:45] <sharpneli> It solves exactly the problem of translating from GPU domain to CPU domain
[14:44:06] <sharpneli> And the translation function thankfully tells you the error it has
[14:44:31] <fazias> nice
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[14:47:08] <gamester> Yeah and apparently it will be really useful in the future, as there's work by Keith Packard and others to allow an application to know the vblank time so it can target it, allow it to specify which vblank a frame should be displayed, and tell it when a frame actually got displayed and when rendering was finished.
[14:47:42] <fazias> thats super nice info to have
[14:48:03] <fazias> didn't know there were plans to get exact information on pc
[14:48:33] <sharpneli> It's really hard thing to predict though as the frametime can vary a lot. But more information never hurts
[14:49:04] <fazias> not about predicting but getting information on if we missed vsync and by how much
[14:49:16] <fazias> currently you really don't have that information
[14:49:40] <sharpneli> Yeah.
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[14:52:43] <ratchetfreak> and knowing when the vblank will happen lets you avoid jitter in animations
[14:53:14] <ratchetfreak> or at least apply counter jitter to the animation
[14:59:21] <sharpneli> Yeah that's really important. It allows you to more specifically target the presentation time in animations
[15:00:06] <sharpneli> As in the delta T used is not just the one from previous frame but now it's from previous vblank to the next vblank (assuming you hit both)
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[15:20:37] <gamester> I'm thinking if you just barely miss the vsync, then a fifo_relaxed mechanism would display with tearing or a VRR (variable-refresh-rate) display would display the frame just a bit late. Both options would work great when you're trying to target a vblank.
[15:21:16] <gamester> vsync/vblank
[15:23:22] <gamester> Because you'll want to finish the frame just before the vlank, or you get input lag
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[19:33:22] <gamester> Where can I read about schemes to delay reading user input within a frame to incorporate more of it and thus reduce input lag? If a GPU is fast to render and knows the vblank time, I guess right before rendering it could search for mouse movement only and update the camera. Is that a bad idea?
[19:35:10] <gamester> So the GPU knows it can easily hit the vblank time, and thus there's an intentional delay between game logic update and beginning of rendering, then mouse input is read to update the camera, then the GPU renders the frame
[19:38:07] <gamester> Or all user input could be handled when GPU wants to render
[19:57:03]
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[22:01:25] <turol> gamester: "late latching" is the term you want
[22:01:35] <turol> though that is for opengl
[22:01:41] <turol> but the same technique should work with vulkan
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