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La V-Sync peut supprimer le déchirement, mais elle peut aussi ajouter du retard si le timing est instable. La meilleure approche privilégie d'abord la stabilité : régularité (pacing) + limites (caps), et le VRR quand il est disponible.\u003C\u002Fp>\n\u003Ch2>Quand la V-Sync est utile\u003C\u002Fh2>\n\u003Cul>\u003Cli>Confort en mode solo où le déchirement est gênant.\u003C\u002Fli>\u003Cli>FPS stables où le timing reste cohérent.\u003C\u002Fli>\u003Cli>Vous acceptez un léger compromis de sensation pour une image nette.\u003C\u002Fli>\u003C\u002Ful>\n\u003Ch2>Quand la V-Sync nuit\u003C\u002Fh2>\n\u003Cul>\u003Cli>Temps de trame (frametimes) instables (ajoute une sensation de lourdeur).\u003C\u002Fli>\u003Cli>Jeu compétitif où la réactivité est la priorité.\u003C\u002Fli>\u003Cli>Rebondissement en limite de plage avec le VRR quand les plafonds sont mal réglés.\u003C\u002Fli>\u003C\u002Ful>\n\u003Cp>Règle : réglez d'abord la régularité (pacing). Les choix de synchronisation n'ont de sens que sur une base stable.\u003C\u002Fp>\n\u003Ch2>Guides associés\u003C\u002Fh2>\n\u003Ca href=\"\u002Ffr\u002Fblog\u002Fframe-pacing-why-smoothness-is-about-frametime-not-fps\u002F\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Frame Pacing\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Stabilité de base.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"\u002Ffr\u002Fblog\u002Fvrr-setup-guide-the-stable-way-to-use-g-sync-and-freesync\u002F\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Guide de configuration VRR\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Le VRR bien configuré.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"\u002Ffr\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Recettes de limitation d&#39;images\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Les limites réduisent le déchirement et les saccades.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"\u002Ffr\u002Fblog\u002Flatency-chain-explained-where-delay-actually-comes-from-end-to-end\u002F\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Chaîne de latence\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Comprendre les compromis.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":624},1771842098499,[540,546,552,563,568,577,582,587,597,606,615],{"id":541,"data":542,"type":544,"tunes":545},"p_vst_02",{"text":543},"Le déchirement d'image (tearing) est un défaut de synchronisation. La V-Sync peut supprimer le déchirement, mais elle peut aussi ajouter du retard si le timing est instable. La meilleure approche privilégie d'abord la stabilité : régularité (pacing) + limites (caps), et le VRR quand il est disponible.","paragraph",{},{"id":547,"data":548,"type":550,"tunes":551},"h2_vst_03",{"text":549,"level":47},"Quand la V-Sync est utile","header",{},{"id":553,"data":554,"type":561,"tunes":562},"l_vst_04",{"meta":555,"items":556,"style":560},{},[557,558,559],"Confort en mode solo où le déchirement est gênant.","FPS stables où le timing reste cohérent.","Vous acceptez un léger compromis de sensation pour une image nette.","unordered","list",{},{"id":564,"data":565,"type":550,"tunes":567},"h2_vst_05",{"text":566,"level":47},"Quand la V-Sync nuit",{},{"id":569,"data":570,"type":561,"tunes":576},"l_vst_06",{"meta":571,"items":572,"style":560},{},[573,574,575],"Temps de trame (frametimes) instables (ajoute une sensation de lourdeur).","Jeu compétitif où la réactivité est la priorité.","Rebondissement en limite de plage avec le VRR quand les plafonds sont mal réglés.",{},{"id":578,"data":579,"type":544,"tunes":581},"p_vst_07",{"text":580},"Règle : réglez d'abord la régularité (pacing). Les choix de synchronisation n'ont de sens que sur une base stable.",{},{"id":583,"data":584,"type":550,"tunes":586},"h2_rel_vst",{"text":585,"level":47},"Guides associés",{},{"id":588,"data":589,"type":595,"tunes":596},"lt_vst_1",{"link":590,"meta":591},"\u002Ffr\u002Fblog\u002Fframe-pacing-why-smoothness-is-about-frametime-not-fps\u002F",{"image":592,"title":593,"description":594},{"url":13},"Frame Pacing","Stabilité de base.","linkTool",{},{"id":598,"data":599,"type":595,"tunes":605},"lt_vst_2",{"link":600,"meta":601},"\u002Ffr\u002Fblog\u002Fvrr-setup-guide-the-stable-way-to-use-g-sync-and-freesync\u002F",{"image":602,"title":603,"description":604},{"url":13},"Guide de configuration VRR","Le VRR bien configuré.",{},{"id":607,"data":608,"type":595,"tunes":614},"lt_vst_3",{"link":609,"meta":610},"\u002Ffr\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F",{"image":611,"title":612,"description":613},{"url":13},"Recettes de limitation d'images","Les limites réduisent le déchirement et les saccades.",{},{"id":616,"data":617,"type":595,"tunes":623},"lt_vst_4",{"link":618,"meta":619},"\u002Ffr\u002Fblog\u002Flatency-chain-explained-where-delay-actually-comes-from-end-to-end\u002F",{"image":620,"title":621,"description":622},{"url":13},"Chaîne de latence","Comprendre les compromis.",{},"2.31","Le tearing est visible, mais la mauvaise solution peut ajouter une sensation de lourdeur. Apprenez quand la V-Sync en vaut la peine, quand elle nuit, et comment le VRR + les limites réduisent le tearing avec moins de compromis.",false,"PUBLISHED","2026-02-21T05:00:00.000Z","2026-02-20T17:00:46.341Z","2026-02-23T10:23:25.125Z",{"en":632,"de":633,"sr":634,"es":635,"fr":636,"it":637,"zh":638},"\u002Fblog\u002Fv-sync-and-tearing-when-it-helps-when-it-hurts-and-the-stable-alternative","\u002Fde\u002Fblog\u002Fv-sync-and-tearing-when-it-helps-when-it-hurts-and-the-stable-alternative","\u002Fsr\u002Fblog\u002Fv-sync-and-tearing-when-it-helps-when-it-hurts-and-the-stable-alternative","\u002Fes\u002Fblog\u002Fv-sync-and-tearing-when-it-helps-when-it-hurts-and-the-stable-alternative","\u002Ffr\u002Fblog\u002Fv-sync-and-tearing-when-it-helps-when-it-hurts-and-the-stable-alternative","\u002Fit\u002Fblog\u002Fv-sync-and-tearing-when-it-helps-when-it-hurts-and-the-stable-alternative","\u002Fzh\u002Fblog\u002Fv-sync-and-tearing-when-it-helps-when-it-hurts-and-the-stable-alternative",[640,644,648,652,656],{"id":641,"name":642,"slug":643},43,"Expérience","experience",{"id":645,"name":646,"slug":647},82,"Équipement","gear",{"id":649,"name":650,"slug":651},60,"Guides de stratégie","playbooks",{"id":653,"name":654,"slug":655},51,"Limites de FPS et V-Sync","frame-caps-and-vsync",{"id":657,"name":658,"slug":659},83,"Écrans","displays",{"id":283,"login":661,"email":13,"displayName":662},"aleksandar","Aleksandar Stajic",[664,739],{"lang":8,"title":665,"content":666,"contentJson":667,"excerpt":738},"V-Sync and Tearing: When It Helps, When It Hurts, and the Stable Alternative","{\"time\":1771841903892,\"blocks\":[{\"id\":\"p_vst_02\",\"type\":\"paragraph\",\"data\":{\"text\":\"Tearing is a sync mismatch. V-Sync can remove tearing, but it can also add delay if timing is unstable. The better approach is stability first: pacing + caps, and VRR when available.\"},\"tunes\":{}},{\"id\":\"h2_vst_03\",\"type\":\"header\",\"data\":{\"text\":\"When V-Sync Helps\",\"level\":2},\"tunes\":{}},{\"id\":\"l_vst_04\",\"type\":\"list\",\"data\":{\"style\":\"unordered\",\"meta\":{},\"items\":[\"Single-player comfort where tearing is distracting.\",\"Stable FPS where timing stays consistent.\",\"You accept a small feel tradeoff for clean image.\"]},\"tunes\":{}},{\"id\":\"h2_vst_05\",\"type\":\"header\",\"data\":{\"text\":\"When V-Sync Hurts\",\"level\":2},\"tunes\":{}},{\"id\":\"l_vst_06\",\"type\":\"list\",\"data\":{\"style\":\"unordered\",\"meta\":{},\"items\":[\"Unstable frametimes (adds heavy feel).\",\"Competitive play where responsiveness is priority.\",\"Edge bouncing with VRR when caps are wrong.\"]},\"tunes\":{}},{\"id\":\"p_vst_07\",\"type\":\"paragraph\",\"data\":{\"text\":\"Rule: fix pacing first. Sync choices are meaningful only on a stable baseline.\"},\"tunes\":{}},{\"id\":\"h2_rel_vst\",\"type\":\"header\",\"data\":{\"text\":\"Related Guides\",\"level\":2},\"tunes\":{}},{\"id\":\"lt_vst_1\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fframe-pacing-why-smoothness-is-about-frametime-not-fps\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Frame Pacing\",\"description\":\"Baseline stability.\"}},\"tunes\":{}},{\"id\":\"lt_vst_2\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fvrr-setup-guide-the-stable-way-to-use-g-sync-and-freesync\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"VRR Setup Guide\",\"description\":\"VRR done right.\"}},\"tunes\":{}},{\"id\":\"lt_vst_3\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Frame Cap Recipes\",\"description\":\"Caps reduce tearing and jitter.\"}},\"tunes\":{}},{\"id\":\"lt_vst_4\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Flatency-chain-explained-where-delay-actually-comes-from-end-to-end\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Latency Chain\",\"description\":\"Understand tradeoffs.\"}},\"tunes\":{}}],\"version\":\"2.31.1\"}",{"time":668,"blocks":669,"version":737},1771841903892,[670,674,678,686,690,698,702,706,713,721,729],{"id":541,"data":671,"type":544,"tunes":673},{"text":672},"Tearing is a sync mismatch. V-Sync can remove tearing, but it can also add delay if timing is unstable. The better approach is stability first: pacing + caps, and VRR when available.",{},{"id":547,"data":675,"type":550,"tunes":677},{"text":676,"level":47},"When V-Sync Helps",{},{"id":553,"data":679,"type":561,"tunes":685},{"meta":680,"items":681,"style":560},{},[682,683,684],"Single-player comfort where tearing is distracting.","Stable FPS where timing stays consistent.","You accept a small feel tradeoff for clean image.",{},{"id":564,"data":687,"type":550,"tunes":689},{"text":688,"level":47},"When V-Sync Hurts",{},{"id":569,"data":691,"type":561,"tunes":697},{"meta":692,"items":693,"style":560},{},[694,695,696],"Unstable frametimes (adds heavy feel).","Competitive play where responsiveness is priority.","Edge bouncing with VRR when caps are wrong.",{},{"id":578,"data":699,"type":544,"tunes":701},{"text":700},"Rule: fix pacing first. Sync choices are meaningful only on a stable baseline.",{},{"id":583,"data":703,"type":550,"tunes":705},{"text":704,"level":47},"Related Guides",{},{"id":588,"data":707,"type":595,"tunes":712},{"link":708,"meta":709},"\u002Fblog\u002Fframe-pacing-why-smoothness-is-about-frametime-not-fps\u002F",{"image":710,"title":593,"description":711},{"url":13},"Baseline stability.",{},{"id":598,"data":714,"type":595,"tunes":720},{"link":715,"meta":716},"\u002Fblog\u002Fvrr-setup-guide-the-stable-way-to-use-g-sync-and-freesync\u002F",{"image":717,"title":718,"description":719},{"url":13},"VRR Setup Guide","VRR done right.",{},{"id":607,"data":722,"type":595,"tunes":728},{"link":723,"meta":724},"\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F",{"image":725,"title":726,"description":727},{"url":13},"Frame Cap Recipes","Caps reduce tearing and jitter.",{},{"id":616,"data":730,"type":595,"tunes":736},{"link":731,"meta":732},"\u002Fblog\u002Flatency-chain-explained-where-delay-actually-comes-from-end-to-end\u002F",{"image":733,"title":734,"description":735},{"url":13},"Latency Chain","Understand tradeoffs.",{},"2.31.1","Tearing is visible, but the wrong fix can add heavy feel. Learn when V-Sync is worth it, when it hurts, and how VRR + caps reduce tearing with less tradeoff.",{"lang":7,"title":534,"content":536,"contentJson":740,"excerpt":625},{"time":538,"blocks":741,"version":624},[742,745,748,753,756,761,764,767,772,777,782],{"id":541,"data":743,"type":544,"tunes":744},{"text":543},{},{"id":547,"data":746,"type":550,"tunes":747},{"text":549,"level":47},{},{"id":553,"data":749,"type":561,"tunes":752},{"meta":750,"items":751,"style":560},{},[557,558,559],{},{"id":564,"data":754,"type":550,"tunes":755},{"text":566,"level":47},{},{"id":569,"data":757,"type":561,"tunes":760},{"meta":758,"items":759,"style":560},{},[573,574,575],{},{"id":578,"data":762,"type":544,"tunes":763},{"text":580},{},{"id":583,"data":765,"type":550,"tunes":766},{"text":585,"level":47},{},{"id":588,"data":768,"type":595,"tunes":771},{"link":590,"meta":769},{"image":770,"title":593,"description":594},{"url":13},{},{"id":598,"data":773,"type":595,"tunes":776},{"link":600,"meta":774},{"image":775,"title":603,"description":604},{"url":13},{},{"id":607,"data":778,"type":595,"tunes":781},{"link":609,"meta":779},{"image":780,"title":612,"description":613},{"url":13},{},{"id":616,"data":783,"type":595,"tunes":786},{"link":618,"meta":784},{"image":785,"title":621,"description":622},{"url":13},{},"Post erfolgreich abgerufen",{"items":789,"source":858,"manualIds":859,"manualMatchedIds":860},[790,796,802,808,813,819,825,831,837,842,847,852],{"id":791,"slug":792,"title":793,"excerpt":794,"featuredImage":14,"publishedAt":795},"231","cpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible","Saccades liées au CPU en profondeur : Pourquoi les FPS peuvent sembler corrects mais le ressenti être horrible","Les pics de processeur créent des temps de trame irréguliers que vous ressentez comme des micro-saccades, une visée lourde et des mouvements incohérents. Apprenez à en reconnaître les signes et l'ordre des correctifs qui restaure une sensation de stabilité.","2026-02-21T00:34:00.000Z",{"id":797,"slug":798,"title":799,"excerpt":800,"featuredImage":14,"publishedAt":801},"219","background-load-killers-the-pc-checklist-that-stops-random-heavy-feel","Background Load Killers : La checklist PC qui élimine la sensation de lourdeur aléatoire","Si le même jeu semble fluide un jour et lourd le lendemain, soupçonnez la charge en arrière-plan. Cette checklist élimine les coupables courants : superpositions, synchronisation, analyses et pics de planification.","2026-02-21T00:58:00.000Z",{"id":803,"slug":804,"title":805,"excerpt":806,"featuredImage":14,"publishedAt":807},"237","shader-stutter-why-first-runs-hitch-and-how-to-reduce-it","Saccades de shaders : Pourquoi les premiers lancements saccadent et comment les réduire","Les saccades liées aux shaders se produisent lorsque de nouveaux effets sont compilés en temps réel. Apprenez à les identifier rapidement et découvrez les moyens pratiques de réduire les saccades sans réglages placebo.","2026-02-20T23:40:00.000Z",{"id":809,"slug":810,"title":811,"excerpt":812,"featuredImage":14,"publishedAt":628},"270","capture-and-overlays-when-recording-tools-add-delay-and-spikes","Capture et superpositions : quand les outils d'enregistrement ajoutent de la latence et des pics","L'enregistrement et les overlays peuvent modifier le timing et le ressenti. Utilisez cette checklist pour isoler la surcharge de capture et maintenir la stabilité des frametimes pendant le streaming ou la création de clips.",{"id":814,"slug":815,"title":816,"excerpt":817,"featuredImage":14,"publishedAt":818},"229","tv-local-dimming-tuning-for-games-keep-detail-without-flicker","Réglage du Local Dimming TV pour les jeux : préservez les détails sans scintillement","La gradation locale peut améliorer le contraste ou ruiner la stabilité avec du pompage et du bouchage. Utilisez cet ordre de réglage pratique pour conserver les détails et des hautes lumières lisibles sans scintillement.","2026-02-21T03:20:00.000Z",{"id":820,"slug":821,"title":822,"excerpt":823,"featuredImage":14,"publishedAt":824},"206","display-processing-traps-the-settings-that-secretly-ruin-clarity-and-feel","Pièges du traitement d'affichage : Les réglages qui ruinent secrètement la clarté et le ressenti","De nombreux écrans sont livrés avec un traitement qui semble ‘agréable’ dans les films mais qui nuit au jeu : latence accrue, artefacts et instabilité. Voici la liste courte à désactiver et pourquoi.","2026-02-21T00:22:00.000Z",{"id":826,"slug":827,"title":828,"excerpt":829,"featuredImage":14,"publishedAt":830},"223","router-qos-vs-sqm-which-actually-fixes-lag-spikes","QoS du routeur vs SQM : lequel corrige réellement les pics de latence sous charge ?","De nombreuses fonctionnalités QoS sont du marketing. Le SQM (gestion de file d'attente) cible la latence sous charge — la véritable cause des pics de bufferbloat. Voici la différence concrète.","2026-02-20T21:00:00.000Z",{"id":832,"slug":833,"title":834,"excerpt":835,"featuredImage":14,"publishedAt":836},"208","frame-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups","Recettes de limitation d'images : Cibles stables pour les configurations VRR et non-VRR","Un bon plafonnement est plus agréable que des pics instables. Utilisez ces recettes simples de plafonnement pour stabiliser le frame pacing des écrans VRR et non-VRR.","2026-02-21T05:20:00.000Z",{"id":838,"slug":839,"title":840,"excerpt":841,"featuredImage":14,"publishedAt":628},"236","motion-clarity-for-gaming-blur-sources-and-the-fix-order-that-works","Clarté de mouvement pour le gaming : sources de flou et l'ordre de correction qui fonctionne","La netteté des mouvements n'est pas un réglage unique. Le flou provient de plusieurs sources. Utilisez cet ordre de correction pour améliorer la lisibilité sans ajouter de latence ou d'artefacts.",{"id":843,"slug":844,"title":845,"excerpt":846,"featuredImage":14,"publishedAt":818},"225","fix-input-lag-fast-pc-console-the-no-placebo-checklist","Réduire l'input lag rapidement (PC & Console) : La checklist anti-placebo","Arrêtez de courir après les mythes. Cette checklist cible les causes réelles de la sensation de lourdeur : traitement de l'affichage, rythme instable, mise en mémoire tampon de la file d'attente de rendu et pics d'activité en arrière-plan.",{"id":848,"slug":849,"title":850,"excerpt":851,"featuredImage":14,"publishedAt":836},"244","network-test-under-load-the-only-result-that-predicts-gaming-feel","Test réseau sous charge : le seul résultat qui prédit le ressenti en jeu","Un test de débit ne suffit pas. Le ressenti en jeu dépend de la latence en charge. Utilisez cette méthode de test simple pour révéler les pics, la gigue et le bufferbloat.",{"id":853,"slug":854,"title":855,"excerpt":856,"featuredImage":14,"publishedAt":857},"216","input-lag-chain-deep-where-delay-actually-builds-up-click-to-photon","Chaîne de l'input lag en profondeur : où le retard s'accumule réellement (du clic au photon)","L'input lag est une chaîne : périphérique, OS, boucle de jeu, file d'attente de rendu, affichage. Découvrez où le retard s'accumule et comment le réduire en stabilisant le timing et en supprimant les traitements cachés.","2026-02-20T23:25:00.000Z","fallback",[],[]]