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2026-10-08 03:21:32 UTC

npub1zv…mtmz6 on Nostr: Sprite era >games poll inputs and run game logic every vertical refresh period >the ...

Sprite era
>games poll inputs and run game logic every vertical refresh period
>the game renders graphics by means of a fixed function graphics hardware that composites layers and sprites
>the CPU is so busy programming this hardware as it's running that the CPU doesn't run game logic until vertical blanking (i.e. games have a rendering budget of a vertical blanking interval)
>the CRT is in perfect sync with the system because the system's video signal drives it directly
Average latency: half a vertical refresh period (input sampling) plus one vertical blanking interval (rendering budget)
3d era
>the system now renders into two framebuffers managed by a queue
>most games are programmed in a naive manner where they run as fast as the queue allows
Average latency: half a vertical refresh period (input sampling) plus one vertical refresh period plus one vertical blanking interval (yes, the two make the rendering budget)
That's not even considering the case where the swap interval is not one.
LCD niggerhell
>manufacturers go all in on DSP
>some stages may require buffering entire frames, and even when they don't, a sloppy implementation may do that anyway
>even a signal with native resolution won't drive the screen directly
>jews invent (((reduced blanking))) (it's like the circumcision of video signals) to save a few cents on each unit while making the signal incompatible with CRTs
>reduced blanking makes the video data take a longer proportion of the vertical refresh period to transmit, which means more waiting if you need the whole frame at once, or even if your monitor scans out faster than the input signal
Average latency: half a vertical refresh period (input sampling) plus one vertical refresh period plus one vertical blanking interval (rendering budget) plus however long the shitty LCD takes to respond plus however much DSP buffering your monitor does plus however much it needs to artificially delay the signal so that the (((reduced blanking))) won't cause it to underrun plus the lagdroid buffering if you fell for the smart TV meme. By the way, if you use an OLED, it still has all of those problems minus the LCD response time, but they somewhat bruteforce it with higher refresh rates.
Moviegame niggerhell
>jewish moviegame studios apply deep pipelining throughout the engine because the framebuffer queue wasn't bad enough
Thank you for reading my blog post.