![]() That's my guess based on my experience implementing a game loop, anyway. With no real vsync on the display, there's no waiting period, so the CPU ramps up to the highest framerate and the core running the game's main thread ends up at 100%. ![]() When the game is on an offscreen space, the buffer swap doesn't actually do anything, the GPU commands are just discarded. This period of time spent waiting reduces load on the CPU and gives it time to cool down. ![]() At the point in the update loop where buffers are swapped, the game is paused briefly until the next vsync. When the game is on screen, and vsync is on, the game's update rate is throttled by the framerate of the display. Games tend to have an update loop which prepares a frame, draws it, and then swaps buffers to present the new frame to the screen.
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