TL;DR games are still doing the idiotic variable, rendering-time-dependent ticrate rather than a fixed ticrate for physics and skipping rendering of some ticks when gpu can't keep up. *sigh* And their analysis of the solution is all wrong.https://twitter.com/j3ffdr/status/1024330252816924672 …
It seems you can solve it within some degree of quality by using whatever imprecise timing information the buggy drivers give you and feeding it into a PLL to sync your idea of time to it, skipping rendering a frame if you fall behind. May skip "wrong" frame in that case...
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...but you'll avoid the hideous behavior of introducing stutter when you actually are able to keep up with the intended rendering pace.
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Yea that sounds helpful. Keep the stutter to a frame or so rather than letting it spread.
End of conversation
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