A few players reported that as they use advanced screens, the game tends to flicker or briefly turn into black screen unless the screen is manually set to turn off the G-Sync features. It also starts to lag severely, or losing track of the mouse. For some people, running the game in window mode helps.
Is there an option to make the game more adaptive for such displays? From what I've googled, the issue happened to other Ren'Py games as well, but there was no obvious solution.
EDIT: Just in case, an example of what one player did to make the game run smoothly on his G-Sync screen: "Switched from gsync to fixed refresh rate + vsync off in nvidia control panel and the lag/stuttering is gone in fullscreen mode now."
Any way to make a built game more friendly for G-Sync screens?
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Any way to make a built game more friendly for G-Sync screens?
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Re: Any way to make a built game more friendly for G-Sync screens?
According to the answers in this thread: viewtopic.php?t=46412
Renpy should be able to go over 60fps. So as long as the game isn't doing a lot of unpredicted image loading as PyTom noted I would think it can run smoothly at higher frame rates.
My guess would be that it's dropping the framerate when nothing happens (which is often with a VN, since they're largely static images) to conserve power, RAM, etc. Which has the side effect of making the game fall outside of the G-sync target FPS and causing those problems.
One solution might be to implement a preference on the game's settings screen which G-sync users can turn on to invoke renpy.maximum_framerate(t) somewhere like interact_callaback, as suggested in that thread. So a G-sync user having stuttering problems could turn on that setting and force the game to run at a higher framerate.
Though according to that thread, the config is for the obsolete software renderer, so it might not work out.
You could also take a look at the gl_ preferences
https://www.renpy.org/doc/html/preferen ... _framerate
and RENPY_GL_VSYNC
https://www.renpy.org/doc/html/environm ... =framerate
The above would make me think that Renpy games should run fine with G-sync by default as long as the machine is powered (ie. not an unplugged laptop) and those configs haven't been changed for the game in question.
But I don't have a G-sync monitor or any experience supporting it, so I can't be sure.
Renpy should be able to go over 60fps. So as long as the game isn't doing a lot of unpredicted image loading as PyTom noted I would think it can run smoothly at higher frame rates.
My guess would be that it's dropping the framerate when nothing happens (which is often with a VN, since they're largely static images) to conserve power, RAM, etc. Which has the side effect of making the game fall outside of the G-sync target FPS and causing those problems.
One solution might be to implement a preference on the game's settings screen which G-sync users can turn on to invoke renpy.maximum_framerate(t) somewhere like interact_callaback, as suggested in that thread. So a G-sync user having stuttering problems could turn on that setting and force the game to run at a higher framerate.
Though according to that thread, the config is for the obsolete software renderer, so it might not work out.
You could also take a look at the gl_ preferences
https://www.renpy.org/doc/html/preferen ... _framerate
and RENPY_GL_VSYNC
https://www.renpy.org/doc/html/environm ... =framerate
The above would make me think that Renpy games should run fine with G-sync by default as long as the machine is powered (ie. not an unplugged laptop) and those configs haven't been changed for the game in question.
But I don't have a G-sync monitor or any experience supporting it, so I can't be sure.
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Re: Any way to make a built game more friendly for G-Sync screens?
This is very interesting, thank you. I think I'll need to ask someone to test "RENPY_GL_VSYNC" on their end as I'm too afraid to blindly set it up for everyone, but that's definitely a start.
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