Adaptive sync is beneficial for graphically intensive games where you can't always render fast enough, but IMO this should never be true for a GUI on modern hardware.
Adaptive sync is beneficial for graphically intensive games where you can't always render fast enough, but IMO this should never be true for a GUI on modern hardware.
That’s a matter of perspective. If your goal is to crank out frames at exactly 60 Hz (or 120 Hz or whatever), then, sure, you can’t send frames early and you want to avoid being late. But this seems like a somewhat dubiously necessary goal in a continuously rendered game and a completely useless goal in a desktop UI. So instead the goal can be to be slightly late for every single frame, and then if you’re less late than intended, fine.
Alternatively, one could start compositing at the target time. If it takes 0.5ms, then the frame is 0.5ms late. If it goes over and takes 1ms, then the frame is 1ms late.