How to find out real screen refresh rate (not the rounded number)

Steffen Binas picture Steffen Binas · Sep 17, 2013 · Viewed 8.3k times · Source

According to this article by Microsoft the screen refresh rate set by the user can be (and is mostly) a fractional number. The user sets 59Hz but the screen runs according to the on screen display at 60Hz, but in reality it's 59.94Hz. What I need for a extremely smooth animation is the 59.94Hz.

Using IDirect3DDevice9::GetDisplayMode I only get an int value which cannot by definition represent the real timing (same goes for EnumDisplaySettings). I encounter a visible stutter about every second because it reports the rounded/truncated 59. If I manually correct the reported timing in my application to 59.94 it runs smooth.

Anybody knows how I can retrieve the real screen refresh rate?

My current workaround is mapping 60Hz and 59Hz both to constant 59.94Hz but that's not satisfying.

Answer

MooseBoys picture MooseBoys · Sep 19, 2013

If you are targeting Windows Vista or later, the answer depends on the mode in which your app is running.

If it is a windowed app (or windowed full-screen), refresh rate is controlled via the Desktop Window Manager (DWM) according to user settings and other factors. Use DwmGetCompositionTimingInfo and look at DWM_TIMING_INFO::rateRefresh to get the monitor refresh rate.

If the app is true full-screen, then the full-screen swap chain you create overrides the system default. However, your selected refresh rate (DXGI_SWAP_CHAIN_FULLSCREEN_DESC::RefreshRate) should match one of the monitor-supported refresh rates. You can get the list of supported refresh rates using IDXGIOutput::GetDisplayModeList. Here's an example of how to do so:

UINT numModes = 0;
dxgiOutput->GetDisplayModeList(DXGI_FORMAT_B8G8R8A8_UNORM, 0, &numModes, NULL);
DXGI_MODE_DESC* modes = new DXGI_MODE_DESC[numModes];
dxgiOutput->GetDisplayModeList(DXGI_FORMAT_B8G8R8A8_UNORM, 0, &numModes, modes);
// see modes[i].RefreshRate

In any case, you shouldn't see glitching if you're triple-buffered. You should just present as fast as you can and the OS will present on time. If you combine triple-buffering with custom managed frame timing, you're guaranteed to not actually get triple-buffering, and you'll get glitches any time there's drift in the vblank phase (which happens gradually even if you have a perfect value for refresh rate). If you want to stick with triple-buffering, just present as fast as you can and let the OS take care of presentation timing. If you're using your own timing to drive Present()s (for example, to get low-latency response), you should throw in a call to IDXGIOutput::WaitForVBlank on another thread to help synchronize frame timings. If you end up doing that, you should also use IDXGISwapChain::GetFrameStatistics to make sure you recover from any spurious glitches, otherwise you'll end up a frame behind.

Good luck!