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Implementation promises better frametimes in Vulkan applications

New extension for the Vulkan API developed by a Valve dev promises to reduce stutterings in Vulkan applications.

New implementation proposal to Vulkan promises to improve the quality of frametimes in games and other applications that make use of the API, thus reducing stuttering.

implementation-promises-to-improve-frametimes-in-vulkan-applications The developer hired by Valve, Keith Packard, has made several contributions to Linux on the desktop in recent times, has worked on a project that aims to improve the quality of frametimes in applications that make use of the Vulkan API.

This new project consists of creating a new extension for Vulkan in order to replace the currently used VK_GOOGLE_display_timing (hereinafter referred to as VGDT), which until now is responsible for managing frame / display timings in applications running under Vulkan.

According to Keith, VGDT has shortcomings in terms of controls and flexibility of the extension, which he explains (in free translation):

Imagine that the application is trying to render half the native frame rate. Using the VGDT, the same arrow is the display time of each frame, separating them with twice the time of the native update rate. When a frame fails to reach its correct display time and a delayed frame time is displayed, it ends up overlapping and being displayed at the same time as the subsequent frame, which in turn is being displayed at the correct time. The consequence of this is the display of a glitch, also known as stuttering.

In short, Keith said that the way VGDT does its work has a tendency to exhibit stutterings. With that he is proposing a new extension called VK_MESA_present_period, which promises to improve the quality of frametimes by correcting the way each frame is displayed.

Currently, VGDT controls when each frame should be displayed. Keith's idea that his new extension can do a better job, also controlling how long each frame is displayed, thus not allowing one frame to overlap the other, which should guarantee a smoother display, since the frames will be displayed in a more organized way, minimizing visual feedback even when errors occur.

Finally, stuttering a problem that I have been having in several games for a long time, since I started playing on Linux. Often the game runs with an excellent frame rate, but stuttering ends up making me choose to use Windows to run that game. It is very good to see what actions are being taken to specifically correct this problem. Now just wait, and as soon as a date is released for us to test these news, I will certainly inform you here on the Diolinux blog!

Have you suffered from the fearful stutterings when playing on Linux? What do you think of the new proposed solution? Tell us your opinion in the comments below!

The original post by Keith Packard can be found on here. Do you like Linux and technology? Do you have any questions or problems that you cannot solve? Come and be part of our community in the forum Diolinux Plus!

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