Ian wrote:It should be possible. The current timing code needs to be improved a bit. Older visual studio 2017 only used low precision timing functions for the c++ chronos functions making it a bit useless. I have a patch that improves things a lot that uses a combination of sleep and spin to hit the target frame rate. But I could never get jitter free output at 60fps with the high res timer, even calling swapbuffers at exactly the same time point and exactly 16.66ms apart. But with gsync or free sync it should be possible, at least in fullscreen mode. Not sure if you need to call opengl extensions or if it just works, but unfortunately I don't have a supported monitor to test with.
I'm currently using NVIDIA control panel and set the framerate to 57 or 58fps in order to kinda match the actual game speed but the framerate jitter is a big problem though,hopefully it'll update the internal timing function and such on future releases.