I am experiencing a tearing effect on the edge of objects which are moving. This seems to me to be the classic problem which vertical syncing was designed to address. The idea being you syncs each frame to one refresh of the monitor. So you in effect lock the FPS to the monitors refresh rate.
How do I implement vertical sync in Managed Direct X. I have
scoured the web and MSDN. I have found references to it in Direct 7 using the
C++ interface, but not Managed DirectX or even Direct X 9. Is there some better
way of stopping the tearing effect I am experiencing.
Also how do I cap the frame rate, as my app at 250 fps is very smooth (except
for the tearing effects) but as it’s a windowed app it leaves the rest of
windows running at a crawl Is it just a matter of using timers and waiting so
many milliseconds before each frame

Vertical Sync in Managed Direct
Julian Heal
VSync is controlled with the PresentParameters.PresentationInterval property. To enable Vsync you need to set it to PresentInterval.One. This will cap your FPS to display Hz.
Maybe you will use a triple buffer too. This is controlled with the BackBufferCount property. For triple buffer you will need 2 back buffers.
mbauman
The PresentParameters.PresentationInterval property certainly locks the frame rate to 60fps (my LCD panels refresh rate). It has removed about half of the tearing although there are still some other tares. I also tried the triple buffering which seems to have a little effect; still it improves things so I shall leave it on.
I suspect, although my LCD panel has fairly fast response times (I use it for some moderate FPS gaming) it my be that which is causing the remaining effects I am seeing. It’s hard to tell because it happens so fast. I have spent the last few hours squinting at it closely.
This is not actually for a game but and advanced menu system, which uses Direct3D to produce some interesting menu systems. The nature of the software means you only see these if you look careful during the animations, which lasts less than a second.
Thanks again for the info.
Charlie