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Always triple-buffer?

Coldblackice

[H]ard|Gawd
Joined
Aug 14, 2010
Messages
1,156
Would there be any reason to not have triple buffering permanently on (when playing games)? Seems like it's superior to just "normal" vsyncing.

PS - Is triple buffering itself a form of vsync, or does triple buffering require vsync to be enabled? I've heard conflicting things, particularly with D3DOverrider.
 
It depends on whether you're referring to triple buffering or if you're referring to a more typical three frame swap/present interval. In the former case, there's probably no compelling reason not to enable it unless there are memory constraints, but in the latter case, it's recommended only in scenarios where frame rate dips below the display's refresh rate happen frequently.

Triple buffering does not require vsync, but there are questionable benefits to enabling triple buffering without vsync enabled.
 
Thanks.

What's the difference between those two situations? They sound like the same thing.
 
no, one is called Flip Que, or Render Ahead.

Sometimes dumb developers call it Tripple buffering, as technically it uses 3 buffers.

Offical direct 3d enabled tripple buffering means there are 2 back buffers that alternatly rendered and swapped to front when VBI is called. This reduces input lag as one of the back buffers will always be current. and that is the one swapped to the front when called.

Its pretty meaningless if you cant achieve 60fps minimum (or whatever refresh you are using on your monitor) but i doesnt hurt anything to leave it enabled, as it will just never get to the 2nd buffer.
 
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