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I've noticed there are a handful of ways to apply v-sync to a game:

  • In-game option
  • Catalyst Control Center
  • D3DOverrider
  • RadeonPro
  • Windows 7 Desktop Window Manager (via DWM.exe when gaming in Windowed-Fullscreen mode)

What are the functional/applicable differences between methods? I'm trying to determine which method might be preferable over another, or when you might want to use one method over another.

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How, in the name of all that is holy to gaming, is a question about correctly using gaming hardware and game video settings being voted as off topic? –  SevenSidedDie Mar 28 '13 at 17:07
    
@SevenSidedDie I was wondering the same thing. –  galacticninja Mar 29 '13 at 2:50
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I've always used the in game options if available, then the CCC, then a 3rd party program like www.radeonpro.info if necessary.

My reasoning has been this:

For games that don't support anti-aliasing in game, you can force it through the CCC. However, this method is less efficient than if the game supported anti-aliasing natively.

I've always applied this same logic to vSync.

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Unlike AA I'm not sure if it really matters nearly as much how you impliment V sync though, so I doubt CCC Vsync is much/any worse than in game. Could be wrong though, I've just never noticed a difference. –  Prinny Brocka Mar 28 '13 at 13:46
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@BenBrocka It's not how the vsync is implemented (there's only one implementation), it's how the game is/isn't programmed to mitigate the undesirable side-effects of vsync. If you use an external vsync, the game may not even know it's doing vsync and can't compensate; so built-in is always preferable, though won't always be better, if that makes sense? –  SevenSidedDie Mar 28 '13 at 17:04
    
for more info regarding present, cpu blocking etc etc: ( gamedev.stackexchange.com/questions/14639/… ) –  horatio Mar 28 '13 at 17:38
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