如何正确显示几个miriseconds的图像?

发布于 2025-02-13 22:21:16 字数 435 浏览 0 评论 0原文

我希望能够在几个米利森德(Miliseonds)内显示和关闭图像。

我通常了解如何执行几秒钟,但是如何实现准确的Milisecond渲染呢?

什么方法是确保我可以确定图像仅以10 milisecond或5 milisecond的方式打开,并且我的监视器确实显示了此图像(假设我有240Hz的显示器)。

从我对监视器刷新率的有限理解中,240Hz显示器的显示器每秒可能会刷新240倍,每4 milisecond左右。如果我想显示5 miliseconds的东西,那么我的显示器可能并没有真正令人耳目一新(因此没有显示)。在该逻辑下,我需要显示大约4或8 miliseconds的图像是正确的吗?有没有办法将我的显示器刷新速率与程序的输出同步?

我打算在C ++中这样做,尽管该语言并不是太批评了,只要解决问题就可以解决。我尚未设法找到有关如何解决此类问题的任何资源。解决此类问题的解决方案有任何方向吗?

I want to be able to display and close an image within a few miliseonds.

I generally understand how to do this for a few seconds, but how can I achieve accurate milisecond rendering?

What is the approach to ensure that I can be certain an image has only been open for 10 miliseconds or even 5 milisecond and that my monitor has indeed displayed this image (assuming I have for example a 240hz monitor).

From my limited understanding of a monitors refresh rate, a 240hz monitor may refresh the display 240 times a second which is around every 4 miliseconds. If I want to display something for 5 miliseconds, it's possible that more than half that time my monitor hasn't really been refreshing (therefore not displaying). Under that logic is it correct that I would need to display the image for around 4 or 8 miliseconds? Is there a way to synchronize my displays refresh rate with the output of my program?

I'm planning to do this in c++ although the language isn't too critical provided the problem can be solved. I haven't managed to find any sources on how to approach this sort of problem. Is there any direction to a solution for this sort of problem?

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花心好男孩 2025-02-20 22:21:18

此同步称为V-Sync(垂直同步),因为显示通常以 水平线为导向。这意味着在绘制最后一行之后,在绘制屏幕顶部的下一行之前,将显示整个屏幕。即V-Sync事件是垂直包裹。

您需要一个面向游戏的API,例如DirectX或 OpenGl

This sync'ing is known as V-sync (Vertical Sync), since displays are typically oriented in horizontal lines. That means an entire screen is shown after the last line is drawn, just before the next line at the top of the screen will be drawn. I.e. the V-sync event is the vertical wrap-around.

You need a game-oriented API like DirectX or OpenGL

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