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Excellent guide to learn how VSYNC works

Very informative, thanks for the link. Hopefully we'll see more D3D games supporting triple buffering.
 
thx for the link, team radeon has some great reads. thought i understood vsync before this article but that changed after reading this.
 
I thought that tearing was worse on LCD's. That article seems to suggest otherwise. Is it more like motion blur on LCD's instead of actual tearing?

I've heard quite a few people say that tearing is profound on their LCD's when they dont use v-sync.
 
Author's Note:

I discovered a way to enable triple buffering on nVidia-based cards (it used to be a reg entry, but nVidia removed it) for OpenGL titles. If one visits this link, it supposedly lets you enable Triple Buffering for nVidia-based cards.

I didn't know that triple buffering could be enabled on nVidia cards. :)
 
burningrave101 said:
I didn't know that triple buffering could be enabled on nVidia cards. :)


Me either, I thought Nvidia "broke" it at the base driver level. If it ain't there, nvhardpage can't turn it on...but if I could find some way to verify this getting it working. I tried it, could tell no difference...

And my LCD (USED to have) would tear horribly unless I had vsync ON. Now with my 21" fatty CRT it looks great....
 
why isn't there an option for triple buffering in direct3d, but there is in opengl for ati driver?
 
not too familiar with direct x but I don't even think direct x support triple buffering does it?

nm it does but it has to be programmed in the software first. Drivers really can't enable it.
 
doh-nut said:
why isn't there an option for triple buffering in direct3d, but there is in opengl for ati driver?

The game has to support it in the engine, at least how I understand it to work. I think HL2 will support this.
 
double/triple buffering is something that happens between the renderer and the device context aka its a window(s) thing.
 
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