- Home /
Vsync on or off?
I have read and found out what vsync is about but I'm still in doubt if I should turn this of or on. I am building a game for Android and iOS. The game is heavy on physics, with profiler readings of over 70% on physics.simulate :( (due to use of cloth objects). So I'm trying to save every bit of performance possible.
Disabling vsync from quality settings boosts the game's FPS by 4 and even more, and the game runs smooth. With vsync enabled, only some minor jittering is experienced but FPS is ok - capped at 60 but most of the time being 30 - 50.
I'm using this script to compare fps.
I prefer when the game runs at 100 fps and over. But I don't know exactly what i'm losing when disabling vsync. I heard about tearing effects, but I don't exactly know what this is.
Should I enable or disable vsync?
Answer by Eric5h5 · Mar 02, 2013 at 06:56 PM
iOS devices, at least, are always vsynced, so you don't get to choose. Tearing is when the screen updates in the middle of drawing it, so the top part is offset a bit from the bottom part. This isn't an issue in iOS, since as I mentioned you can't turn vsync off anyway.
Thanks eric! Does it make sense to make a build without vsync for Android and a build with vsync of iOS?
I don't have any experience with Android; for all I know it's the same deal as iOS.
I'm sorry for questioning again, but is it a good sign to have a high percentage of WaitForTargetFPS in profiler? this is showed up when vsync is enabled.
That means the CPU is waiting for the GPU so it can send the next frame. It's not really good or bad, though if it's high that would tend to indicate that you have more breathing room as far as CPU usage goes. $$anonymous$$eeping in $$anonymous$$d that profiling the editor running on a desktop doesn't really tell you anything about actual iOS or Android performance.