There's a V-Sync option available in MMF2 Developer and I'm wondering if I should enable it and if so what if any effect it will have once my apps are on devices?
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There's a V-Sync option available in MMF2 Developer and I'm wondering if I should enable it and if so what if any effect it will have once my apps are on devices?
I haven't tried it, but doubt it will have any effect, since it becomes greyed out once you select iOS as the Build Type
This option won't be grayed out anymore in the next update of the iOS exporter, it will work (I think it's not grayed out already in the latest beta version).
In the original version, I think the v-sync is automatically enabled when the frame rate of the application is either 60, 30 or 15, and ignored otherwise. In the new version the V-sync option has to be manually enabled. Andos will correct me if I'm wrong.
Interesting.. so what is the expected outcome of using V-Sync on iOS? Of course everyone wants to get their games running as smoothly as possible, so should we enable V-Sync or disable it?
If it's case-by-case, what factors (resolution, scrolling, texture size, device generation, memory usage, etc) affect this decision (enable or disable) and how?
iOS gives use two ways to handle the run-loop:
one which is tied to a timer and one that is tied to the refresh rate of the screen.
On all current iOS devices the refresh rate is 60Hz so we initially made it automatically enable vsync for games with 60/30/15 FPS. This might not be true for future versions of iOS devices so we are making the exporter more future-proof by changing this.
Theoretically it should be best to enable vsync for your games to ensure no timers get out of sync with the framerate.
Andos should we also switch our frame rates from 50 to 60 FPS?
Yes, that would be best :)