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Screen tearing is a
visual artifact Visual artifacts (also artefacts) are anomalies apparent during visual representation as in digital graphics and other forms of imagery, especially photography and microscopy. In digital graphics * Image quality factors, different types of vi ...
in
video Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) syste ...
display where a
display device A display device is an output device for presentation of information in visual or tactile form (the latter used for example in tactile electronic displays for blind people). When the input information that is supplied has an electrical signal the ...
shows information from multiple
frame A frame is often a structural system that supports other components of a physical construction and/or steel frame that limits the construction's extent. Frame and FRAME may also refer to: Physical objects In building construction *Framing (con ...
s in a single screen draw. The artifact occurs when the video feed to the device is not synchronized with the display's refresh rate. That can be caused by non-matching
refresh rate The refresh rate (or "vertical refresh rate", "vertical scan rate", terminology originating with the cathode ray tubes) is the number of times per second that a raster-based display device displays a new image. This is independent from frame rate ...
s, and the tear line then moves as the
phase difference In physics and mathematics, the phase of a periodic function F of some real variable t (such as time) is an angle-like quantity representing the fraction of the cycle covered up to t. It is denoted \phi(t) and expressed in such a scale that it v ...
changes (with speed proportional to difference of frame rates). It can also occur simply from lack of synchronization between two equal frame rates, and the tear line is then at a fixed location that corresponds to the phase difference. During video motion, screen tearing creates a torn look as edges of objects (such as a wall or a tree) fail to line up. Tearing can occur with most common display technologies and video cards, and is most noticeable in horizontally-moving visuals, such as in slow camera pans in a movie, or classic side-scrolling video games. Screen tearing is less noticeable when more than two frames finish rendering during the same refresh interval since that means the screen has several narrower tears, instead of a single wider one.


Prevention

Ways to prevent video tearing depend on the display device and video card technology, software in use, and the nature of the video material. The most common solution is to use multiple buffering. Most systems use multiple buffering and some means of synchronization of display and video memory refresh cycles.


Vertical synchronization

Vertical synchronization is an option in most systems in which the video card is prevented from doing anything visible to the display memory until after the monitor finishes its current refresh cycle. During the
vertical blanking interval In a raster scan display, the vertical blanking interval (VBI), also known as the vertical interval or VBLANK, is the time between the end of the final visible line of a frame or field and the beginning of the first visible line of the next fra ...
, the driver orders the video card to either rapidly copy the off-screen graphics area into the active display area (
double buffering In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a "reader" will see a complete (though perhaps old) version of the data, rather than a partially updated version of the data being creat ...
), or treat both memory areas as displayable, and simply switch back and forth between them ( page flipping). Nvidia and AMD video adapters provide an 'Adaptive Vsync' option, which will turn on vertical synchronization only when the frame rate of the software exceeds the display's refresh rate, disabling it otherwise. That eliminates the stutter that occurs as the rendering engine frame rate drops below the display's refresh rate. Alternatively, technologies like
FreeSync FreeSync is an adaptive synchronization technology for LCD and OLED displays that support a variable refresh rate aimed at avoiding tearing and reducing stuttering caused by misalignment between the screen's refresh rate and the content's fr ...
and
G-Sync G-Sync is a proprietary adaptive sync technology developed by Nvidia aimed primarily at eliminating screen tearing and the need for software alternatives such as Vsync. G-Sync eliminates screen tearing by allowing a video display's refresh rat ...
reverse the concept and adapts the display's refresh rate to the content coming from the computer. Such technologies require specific support from both the video adapter and the display.


Complications

When vertical synchronization is used, the frame rate of the rendering engine gets limited to the video signal frame rate. That feature normally improves video quality but involves trade-offs in some cases.


=Judder

= Vertical synchronization can also cause artifacts in video and movie presentations since they are generally recorded at frame rates significantly lower than the typical monitor frame rates (24–30 frame/s). When such a movie is played on a monitor set for a typical 60 Hz refresh rate, the video player misses the monitor's deadline fairly frequently, and the interceding frames are displayed slightly faster than intended, resulting in an effect similar to
judder Telecine ( or ) is the process of transferring film into video and is performed in a color suite. The term is also used to refer to the equipment used in the post-production process. Telecine enables a motion picture, captured originally on ...
. (See ''Telecine: Frame rate differences''.)


=Input lag

= Video games, which use a wide variety of rendering engines, tend to benefit visually from vertical synchronization since a rendering engine is normally expected to build each frame in real time, based on whatever the engine's variables specify at the moment a frame is requested. However, because vertical synchronization causes
input lag Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action. In video games the term is often used to describe any latency between an input and either the game or ...
, it interferes with the interactive nature of games, and particularly interferes with games that require precise timing or fast reaction times.


=Benchmarking

= Lastly,
benchmarking Benchmarking is the practice of comparing business processes and performance metrics to industry bests and best practices from other companies. Dimensions typically measured are quality, time and cost. Benchmarking is used to measure performan ...
a video card or rendering engine generally implies that the hardware and software render the display as fast as possible, without regard to monitor capabilities or resultant video tearing. Otherwise, the monitor and video card throttle the benchmarking program, causing invalid results.


Other techniques

Some graphics systems let the software perform its memory accesses so that they stay at the same time point relative to the display hardware's refresh cycle, known as
raster interrupt A raster interrupt (also called a horizontal blank interrupt) is an interrupt signal in a legacy computer system which is used for display timing. It is usually, though not always, generated by a system's graphics chip as the scan lines of a fr ...
or racing the beam. In that case, the software writes to the areas of the display that have just been updated, staying ''just'' behind the monitor's active refresh point. That allows for copy routines or rendering engines with less predictable throughput as long as the rendering engine can "catch up" with the monitor's active refresh point when it falls behind. Alternatively, software can instead stay just ahead of the active refresh point. Depending on how far ahead one chooses to stay, that method may demand code that copies or renders the display at a fixed, constant speed. Too much latency causes the monitor to overtake the software on occasion, leading to rendering artifacts, tearing, etc. Demo software on classic systems such as the
Commodore 64 The Commodore 64, also known as the C64, is an 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in the Guinness ...
and
ZX Spectrum The ZX Spectrum () is an 8-bit computing, 8-bit home computer that was developed by Sinclair Research. It was released in the United Kingdom on 23 April 1982, and became Britain's best-selling microcomputer. Referred to during development as t ...
frequently exploited those techniques because of the predictable nature of their respective video systems to achieve effects that might otherwise be impossible.


References

{{DEFAULTSORT:Screen Tearing Film and video technology Visual artifacts