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Screen tearing

Screen tearing is a visual artifact that occurs in video displays when the (GPU) renders frames at a rate that is not synchronized with the monitor's , resulting in horizontal splits or distortions where parts of two different frames are shown simultaneously on the screen. This phenomenon arises primarily from a mismatch between the GPU's frame output—measured in frames per second ()—and the display's , typically expressed in hertz (Hz), such as 60Hz meaning 60 refreshes per second. When the GPU delivers a new frame while the is midway through refreshing the previous one, the display buffer updates incompletely, creating visible tears, especially noticeable during fast horizontal motion in applications like video games or scrolling interfaces. For instance, if a GPU produces 100 on a 60Hz , multiple frames may queue up, leading to the monitor blending portions of older and newer frames. The effects of screen tearing include disrupted visual , reduced , and impaired in dynamic scenarios such as , where smooth motion is critical. It is particularly prevalent in high-frame-rate environments without proper , though it can also occur at lower rates if timing is off. To mitigate screen tearing, several techniques synchronize the GPU and display rates: vertical synchronization (V-Sync) caps the to match the , such as limiting to 60 on a 60Hz , though it may introduce input . Adaptive technologies like NVIDIA's G-Sync or AMD's dynamically adjust the 's to align with the GPU's output within a supported range (e.g., 48-144Hz), eliminating tearing with minimal of about 1ms. Additional solutions include updating drivers, adjusting and to compatible settings, or upgrading hardware to support higher or adaptive sync.

Definition and Causes

Definition

Screen tearing is a visual artifact in video displays that occurs when the (GPU) delivers frames to the at a rate not synchronized with the display's , resulting in portions of two different frames being shown simultaneously on the screen. This mismatch causes a horizontal split or "tear" line, where the upper and lower parts of the image depict slightly different moments in the rendered scene, creating a disjointed appearance. The phenomenon arises primarily during the rendering and display process, where the GPU continuously generates new frames and swaps them into the frame buffer for the to out. If the GPU completes a frame swap midway through the 's refresh cycle—especially when the exceeds the without —the begins displaying the new frame while still finishing the previous one, leading to the visible tear. This is most noticeable in fast-moving scenes, such as in or interfaces, where the displacement between frames is pronounced. Typically, screen tearing manifests as a straight horizontal line across the , with the image above the line lagging behind the content below it, though the exact position of the tear can vary depending on the timing of the relative to the scanout . In extreme cases, multiple tear lines may appear if frame rates are significantly mismatched. This artifact is distinct from other issues like , as it specifically involves the blending of incomplete rather than frame drops or delays.

Underlying Mechanisms

Screen tearing arises from a mismatch between the (GPU) rendering process and the display's scanout mechanism. Displays refresh their image by progressively scanning pixels from top to bottom, line by line, at a fixed , such as 60 Hz. This scanout process includes a brief vertical blanking interval (VBI) at the end of each refresh cycle, during which the display is not actively drawing and the frame buffer can be updated without visible artifacts. If the GPU updates the frame buffer during active scanout—when the display is midway through drawing lines from the current frame—the new frame data overwrites portions of the old one, resulting in horizontal discontinuities where parts of two different frames are visible simultaneously. To mitigate this, graphics systems employ double buffering, utilizing a front buffer (currently displayed) and a back buffer (where the GPU renders the next frame off-screen). Once rendering completes, the buffers are swapped atomically, ideally during the VBI to ensure the entire new frame is presented cohesively. This technique, standard in APIs like and , prevents direct overwrites during display. However, without synchronization, the swap can occur asynchronously with the scanout, leading to tearing if it happens mid-refresh. For instance, in NVIDIA's 3D API implementation, drawing directly to the front buffer produces tearing, while buffered swapping resolves it by isolating rendering from display. In more advanced scenarios, such as those in Vulkan's swapchain model, tearing mechanisms are explicitly managed through presentation modes. The VK_PRESENT_MODE_IMMEDIATE_KHR mode allows immediate presentation without waiting for VBI, minimizing but enabling tearing as the may scan out from a while the GPU simultaneously updates it. Conversely, VK_PRESENT_MODE_FIFO_KHR enforces queuing and VSync-like , queuing frames until the VBI to avoid mid-scanout swaps, though this introduces potential . Tearing is particularly evident when the GPU exceeds or mismatches the , as unsynchronized deliveries cause the tear line to appear at varying vertical positions across frames. Even at matched rates, phase misalignment between rendering and refresh timing can position the tear outside the VBI, perpetuating the artifact. The underlying issue stems from the decoupled nature of GPU rendering pipelines, which operate at variable speeds determined by computational load, and the fixed-rate scanout in displays. Without mechanisms like vertical (VSync), which signals the GPU to complete frames only at VBI boundaries, the frame buffer becomes a vulnerable to concurrent access. This concurrency is exacerbated in high-frame-rate scenarios, where multiple frames may queue or overwrite rapidly, amplifying visible splits. Seminal architectures, such as those in early accelerators, highlighted these challenges, leading to standardized buffering and sync protocols in modern to maintain visual integrity.

Visual Effects and Examples

Appearance of Tearing

Screen tearing manifests as a visual discontinuity on the , typically appearing as one or more lines or splits where the upper and lower portions of the image originate from different rendered frames. This creates a "torn" effect, with the top section showing an earlier frame and the bottom displaying a later one, resulting in misaligned or duplicated elements across the divide. In dynamic scenes involving motion, such as panning camera views or moving objects, the artifact becomes particularly evident as jagged lines or sliced appearances in elements like trees, buildings, or text, where edges fail to align properly between frame portions. For instance, a single object might appear partially shifted or repeated, with parts from the previous, current, and even next frames overlapping in thirds across the screen. The visibility of tearing intensifies during fast-paced content, like or high-speed in applications, where the exceeds or mismatches the monitor's , such as 120 on a 60 Hz . On lower monitors (e.g., 60 Hz), the effect is more pronounced compared to higher-rate s (e.g., 240 Hz), though it remains a of smooth image progression in all cases.

Common Scenarios

Screen tearing is most prominently observed in gaming applications, particularly in fast-paced genres such as first-person shooters and racing simulations, where rapid horizontal camera movements or object panning across the screen exacerbate the visual discontinuity between frames. In these scenarios, the (GPU) often generates frames at a rate that exceeds or falls short of the display's , leading to noticeable horizontal splits during intense action sequences that can disrupt player timing and immersion. For instance, competitive gamers may encounter tearing when scanning horizons for opponents, as the mismatch between high frame rates (e.g., over 100 ) and standard 60Hz monitors becomes evident. Beyond gaming, screen tearing frequently manifests during video playback on streaming platforms like or , especially in scenes involving quick pans, action sequences, or high-definition content where frame rates do not align with the monitor's refresh cycle. This results in visible horizontal lines that break the continuity of motion, reducing viewing comfort and immersion in films or edited videos. In , such as , tearing can occur during playback previews of fast-changing footage, further impacting workflow efficiency. In everyday desktop computing, screen tearing appears during smooth through web pages, documents, or interfaces on operating systems like Windows, where the GPU's frame rendering desynchronizes with the display's refresh process. This is particularly noticeable when dragging windows or browsing content with horizontal momentum, creating disjointed image sections that, while less severe than in , still degrade the in productivity tasks.

Prevention and Mitigation

Vertical Synchronization

Vertical synchronization, commonly known as V-Sync, is a technology that aligns the output from a (GPU) with the of a display monitor to prevent screen tearing. By ensuring that new are only delivered to the display after it completes a full refresh cycle, V-Sync eliminates the visual artifact where portions of two different frames appear simultaneously on the screen. This synchronization is particularly crucial in dynamic scenarios like gaming, where unsynchronized frame delivery can cause horizontal splits or "tears" during rapid motion. The core mechanism of V-Sync relies on double buffering, a technique that employs two frame s: a front , which holds the current image being displayed on the , and a back , where the GPU renders the next frame. Once rendering in the back is complete, V-Sync waits for the vertical sync signal—a from the indicating the start of a new refresh cycle—before swapping the buffers. This swap ensures the entire new frame is presented atomically, avoiding partial updates that lead to tearing. In practice, for a typical Hz , V-Sync caps the GPU's at frames per second (), as exceeding this would require queuing frames that cannot be displayed in sync. An extension of this approach is triple buffering, which introduces an additional back buffer to mitigate when the GPU cannot maintain the . In triple buffering, while one frame is displayed from the front buffer, the GPU renders into one back buffer, and the other holds a previously completed frame ready for swapping. This allows the display to continue showing valid frames even if rendering lags slightly, providing smoother visuals at the cost of additional memory usage. However, measurements in scenarios indicate that triple buffering offers only marginal improvements in fluidity and input latency compared to double buffering, with latency increases of up to 7.5 frames in unsynchronized modes being reduced but not eliminated. Despite its effectiveness, V-Sync introduces trade-offs, primarily input lag and potential limitations. When enabled, the process can delay frame presentation by up to one full refresh cycle (e.g., 16.7 ms at 60 Hz), making controls feel less responsive in fast-paced applications. Additionally, if the GPU renders below the , V-Sync may cause stuttering as frames are held until the next sync point, whereas disabling it allows higher or variable at the risk of tearing. V-Sync is most reliably implemented in full-screen modes, where the driver has direct control over buffer swaps, though windowed modes may exhibit inconsistencies. Overall, while V-Sync remains a foundational method for tear-free rendering, its fixed-rate nature has spurred developments in adaptive technologies for more flexible .

Adaptive Synchronization Technologies

Adaptive synchronization technologies represent an evolution in display synchronization methods, designed to dynamically adjust a monitor's to match the graphics processing unit's (GPU) frame rate output. Unlike traditional vertical (VSync), which locks both rates to a fixed value and can introduce input lag or stuttering when frame rates fluctuate, adaptive sync enables (VRR) functionality. This approach eliminates screen tearing by ensuring that each frame is displayed only when fully rendered, without partial frame overlaps, while maintaining low latency and smooth motion. These technologies are particularly beneficial in scenarios where frame rates vary due to scene complexity or demands. The foundational standard for these technologies is VESA Adaptive-Sync, an open protocol introduced in the DisplayPort 1.2a specification in 2014. VESA Adaptive-Sync allows displays to vary their refresh rate within a defined range—typically from 48 Hz to the panel's maximum, such as 144 Hz or higher—synchronizing it directly with the GPU's frame delivery via the display interface. By embedding timing information in the video signal, the GPU instructs the display to refresh only upon receiving a complete frame, preventing the desynchronization that causes tearing. In 2022, VESA launched a certification program for Adaptive-Sync displays, including over 50 automated tests for refresh rate accuracy, flicker mitigation, response time, and low framerate compensation (LFC), which duplicates or triples frames below the VRR minimum to sustain smoothness. This certification ensures consistent performance across devices, with logos indicating capabilities like maximum frame rates (e.g., AdaptiveSync Display 240 for up to 240 Hz). The program was updated in 2023 with tighter specifications for testing and in January 2024 to version 1.1a, adding dual-mode support for combined VRR and fixed refresh modes as well as higher certification tiers for elevated refresh rates. Adaptive-Sync is royalty-free and has been widely adopted, forming the basis for cross-vendor compatibility. AMD FreeSync, launched in 2015 alongside the RX 200 series GPUs, implements the VESA Adaptive-Sync protocol over and (via , or VRR). It synchronizes the display's refresh rate to the GPU's framerate in , eliminating tearing and reducing stutter without the need for a fixed cap, while supporting low-latency rendering. FreeSync includes low framerate compensation to handle drops below the VRR floor, ensuring fluid visuals even at 30-48 by inserting black frames or frame repeats. The technology has evolved into tiered certifications: basic FreeSync for tear-free performance at up to 144 Hz; FreeSync Premium, requiring at least 200 Hz at resolutions below 3440 pixels wide with LFC; and FreeSync Premium Pro, adding (HDR) support, enhanced color volume, and certification for brighter, more vibrant images. As of 2023, over 4,000 FreeSync-certified displays and 850 TVs are available, with certifications continuing into 2025, compatible with GPUs and increasingly with hardware via driver support. NVIDIA G-Sync, introduced in 2013 for GeForce GTX GPUs, pioneered hardware-based VRR with a proprietary module inserted between the GPU and display panel, replacing the monitor's scaler to precisely control refresh timing. This setup dynamically scales the refresh rate to the GPU's frame rate—up to the display's maximum—delivering tear-free visuals, reduced stutter, and minimal input lag by rendering and displaying frames in sync. Early G-Sync required NVIDIA-specific hardware, but since 2019, G-Sync Compatible certification has extended support to Adaptive-Sync-enabled monitors, validating their performance with NVIDIA GPUs through tests for VRR range, flicker, and artifacts. As of 2024, full G-Sync functionality has been incorporated into certain MediaTek scalers, eliminating the need for a separate proprietary module in compatible displays. Advanced variants like G-Sync Ultimate incorporate HDR, wider color gamuts, and higher brightness (up to 1,000 nits), while G-Sync Pulsar (2024) combines VRR with adaptive overdrive for motion blur reduction at 540 Hz equivalents. G-Sync maintains low latency by avoiding buffering, making it ideal for competitive gaming, though full proprietary implementations remain NVIDIA-exclusive. These technologies extend beyond PCs to consoles and TVs via 2.1 VRR, which incorporates Adaptive-Sync principles for broader ecosystem integration. While they significantly mitigate tearing, effectiveness depends on the VRR range matching typical frame rates; outside this range, fallback to VSync or frame limiting may be needed. Adoption has grown rapidly, with most modern gaming displays supporting at least one variant, driven by the standard's openness and performance benefits.

Drawbacks and Alternatives

Limitations of Prevention Methods

While vertical synchronization (V-Sync) effectively eliminates screen tearing by locking the GPU's frame output to the display's fixed , it introduces significant input lag as the rendering pipeline waits for the next vertical blanking interval before presenting frames. This delay, often measurable in milliseconds (e.g., up to 16.7 ms at 60 Hz), degrades responsiveness in fast-paced applications like , where immediate input feedback is critical. Additionally, V-Sync can cause stuttering or judder when the fluctuates below the , as the system buffers and duplicates frames unevenly to maintain synchronization, leading to inconsistent motion fluidity. Adaptive synchronization technologies, such as NVIDIA's G-Sync and AMD's , mitigate some of V-Sync's issues by dynamically adjusting the display's to match the GPU's within a supported range, reducing both tearing and input lag to near-native levels (typically ~1 ms added). Traditional native G-Sync required a module embedded in the monitor, increasing costs (often $200+ premium over standard panels), while G-Sync Compatible uses software-based VESA Adaptive-Sync without additional hardware. By 2025, G-Sync Compatible has been certified for hundreds of Adaptive-Sync monitors, enabling NVIDIA GPUs to use hardware without modules, further minimizing costs and compatibility issues. As of 2024, is transitioning to module-free implementations via partnerships like with , potentially lowering premiums. relies on open-standard VESA Adaptive-Sync but still needs certification for optimal performance and may exhibit compatibility glitches with non-AMD GPUs unless manually enabled. Outside the variable refresh rate (VRR) window—typically 48-144 Hz for many monitors—performance degrades; below the minimum rate, low framerate compensation (LFC) doubles frames to maintain sync but can introduce minor artifacts, and above the maximum, it reverts to V-Sync-like behavior or allows tearing if disabled. A common drawback across adaptive sync implementations is VRR-induced brightness flickering, particularly at low frame rates or during rapid FPS swings, where the monitor's backlight or pixel response adjusts unevenly, creating visible pulses in dark scenes. This issue is more pronounced on certain panel types like or and can be mitigated by narrowing the VRR range (e.g., limiting to 48-141 Hz) but at the cost of flexibility. While historically limited to exclusive for optimal performance, modern implementations (as of 2025) support windowed and borderless modes with proper driver settings. However, in setups, VRR typically applies only to the primary , with secondary monitors at fixed rates, which may lead to perceived inconsistencies. Overall, while adaptive sync offers superior tear-free experiences in supported scenarios, its hardware specificity and edge-case artifacts make it less universally applicable than traditional V-Sync.

Performance Trade-offs

Vertical synchronization (VSync) effectively eliminates screen tearing by synchronizing the graphics processing unit's frame delivery with the display's , but this introduces significant input lag as the GPU must buffer frames and wait for the next vertical blanking interval before swapping buffers. This buffering , often involving or buffering, can add up to one full frame time of —approximately 16.7 ms at 60 Hz or 4.2 ms at 240 Hz—propagating back through the rendering pipeline and increasing overall system by creating "back pressure" that delays input processing and frame rendering. Adaptive synchronization technologies, such as NVIDIA G-Sync and AMD FreeSync, address VSync's latency drawbacks by dynamically adjusting the display's refresh rate to match the GPU's variable frame rate within a specified range, thereby preventing tearing and minimizing stuttering without the fixed buffering delays of traditional VSync. These methods add negligible input lag—typically less than 1 ms in practice—while maintaining fluid visuals, as the display refresh aligns directly with rendered frames rather than enforcing a rigid synchronization point. They require compatible hardware, including variable refresh rate (VRR) monitors, and operate effectively only within defined frequency ranges (e.g., 48–240 Hz for many implementations); falling below the minimum rate may trigger low framerate compensation techniques like frame duplication, which can introduce minor judder, or fallback to VSync, reintroducing latency. In high-performance scenarios where frame rates exceed the display's maximum refresh rate, combining adaptive sync with VSync (enabled in driver settings) caps FPS to avoid tearing but selectively applies VSync only when necessary, adding latency primarily during overdrive conditions rather than continuously. This hybrid approach balances smoothness and responsiveness better than standalone VSync, though it still incurs some overhead compared to unsynchronized rendering, which prioritizes minimal latency (often under 10 ms end-to-end) at the cost of visible tearing artifacts. Overall, the choice involves trading visual integrity for responsiveness: unsynchronized modes favor competitive gaming with low lag but potential tearing, while synchronized methods enhance immersion in single-player experiences despite the latency penalty.

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