I’m Mark, founder of Blur Busters.
I’m researching GLFW and am evaluating its suitability as an alternative engine for Tearline Jedi rasterdemo.
However, it mandatorily requires me to enable VSYNC OFF mode, because tearlines are mandatory for this demo. Right now it works with native Direct3D, native OpenGL, and also C# MonoGame, on PC, Mac, on Intel/AMD/NVIDIA GPUs.
For me to successfully port Tearline Jedi to GLFW, requires me to gain access to tearlines.
So I’d like to force VSYNC OFF mode. Which doesn’t work with GLFW
How do I force VSYNC OFF tearlines for GLFW? GLFW is refusing to let me enable tearing (which requires exclusive full screen mode, not windowed full screen).
(Also – there’s a Use Case #2 for needing to enable the tearing mode: It’s the world’s lowest-lag mode. Useful for tests, reaction time research, and competitive gaming. Competitive gamers like it, much to some of us developer’s chagrin. But I understand why. Some high-end competitive eSports gamers require it, for the lowest input lag, since milliseconds can matter in top leagues – for “race to the finish line” events of simultaneous reaction times of tightly-paired gamers (see each other, react same time, simultaneous draw) – for simultaneously-reacting humans reacting to the same stimulus; the lower lag configured mode (e.g. VSYNC OFF) even even just a scant few milliseconds, can win “race-to-finish” type of in-game eSports events even if they cannot feel the millisecond. So that’s another use case of many competitive players preferring VSYNC OFF mode for lower latencies. But this is altogether another debate; I just simply mention this as a Use Case #2 for letting developers choose to optionally intentionally enable tearing).