<p></p>
<p>Closing. I'm not sure there was actually ever anything we needed to do to fix this; I think simply running on a window manager that uses compositing is enough to avoid tearing.</p>
<p>I tested flickertest.rpg under gfx_directx, gfx_sdl, gfx_sdl2 and gfx_fb on Win10 and none had any screen tearing while running in a window. IIRC gfx_fb tore while running fullscreen, and gfx_directx tore (at least in fullscreen, can't remember about windowed) if you purposefully disabled vsync. Running to 60fps seemed to work properly too.</p>
<p>I tried flickertest.rpg under Linux/X11/KDE/radeon (opensource AMD drivers), and vsync and framerate control work properly under gfx_sdl/sdl2, but gfx_fb seems to be dropping half the frames in the backend (not in allmodex; Draw and Display FPS are both 60fps). At least it doesn't tear. I'm filing that as a new bug. Not because we care, but because it might be a FB bug to report. Needs investigation.</p>

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