The latest versions of Unity 2018.3.5f1 dumped support for vsync.
Here’s the related issue Unity Issue Tracker - Rendering is not synchronized when V Sync Count option in Quality Settings is set to Every V Blank or Every Second V Blank
I would have upvoted it if it weren’t marked closed already.
Why did they do this? Was vsync getting in the way of some other feature?
Is there a way to hack it back in?
If you read carefully, it says “VSync does not and should not affect Editor windows”.
You can use VSync, and it will have effect in the player.
Where is that posted? Maybe you should update the manual?
Here
and here
Precache:
Where is that posted?
In the resolution notes of the issue you linked in the first post.
Probably, yes
Thanks! sorry for being annoying about it. (I did spend a couple hours building a bug example project though)
If anyone is reading this trying to figure out how to get vsync working in the editor. You can sort of approximate it with:
Application.targetFrameRate = Screen.currentResolution.refreshRate;
and turn it off again with:
Application.targetFrameRate = -1;
Application.targetFrameRate is ignored when QualitySettings.vSyncCount is set so you don’t have to bother wrapping it in a #if UNITY_EDITOR
While this will cap the frame rate to the refresh rate. It won’t wait for a v-blank so you can still get frame tearing.
Just now downloaded U2019.3.6f1, VSync do not affects to framerate in the player. With “Don’t sync” value, FPS never above 60 on empty scene, both windowed or fullscreen mode. Is there any undocumented magic spell to ,ake it work? :))