NVIDIA Corporation
Frame Synchronization User’s Guide
– Version 3.0
19
C
HAPTER
2
NVIDIA Frame Synchronization
Sync and Connection Status for the Server
• Sync Status
•
Sync Ready
- Green indicates that a sync pulse is present.
•
Timing
- Indicates whether the timing is locked to the sync signal.
Grey: The timing is locked to the internal V-Sync.
•
Stereo
- Always green indicates that it is in sync with a timing signal.
• Connection Status
•
Out/Out
is the normal indicator for the server device.
•
In/In
indicates that the system is not selected as a server or client, and is not Frame-
lock enabled.
Sync and Connection Status for the Client
• Sync Status
•
Sync Ready
- Green indicates that a sync pulse is present.
•
Timing
- Indicates whether the timing is locked to the sync signal.
Green: The timing is locked to the signal on the frame lock connector.
Red: Either no signal on the frame lock connector is detected, or the lock to the signal
has been lost.
•
Stereo
- Steady green indicates that the client’s stereo timing is locked to the server’s
stereo signal.
Note:
The Quadro FX 3000G card typically takes a couple of seconds to achieve stereo
sync. The Quadro G-Sync card, because it provides more accurate
synchronization, typically requires about 30 seconds to achieve stereo sync.
• Connection Status
•
In/Out
or
Out/In
is the normal indicator for client devices.
•
In/In
indicates that there is no connection at any of the connectors of the client
device, or the system is not selected as a server or client, and is not Frame-lock
enabled.
Swap Sync
The application controls synchronization of buffer swaps (swap sync) between
applications. Proper connection and synchronization of the timing signal are required for
proper synchronization of buffer swaps.
“Using the OpenGL Extensions” on page 22
for instructions on how an application
can use the extensions to accomplish swap sync.