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Scali said:I meant the specific extensions that enable triple-buffering, obviously
Scali said:These modes are often emulated.
Scali said:no longer possible on modern videocards
Scali said:Also, nobody would still use a palette mode today for any kind of graphics (for one, there is no 3d acceleration in palette mode), so the copper bar effect cannot be applied in any practical situations.
Scali said:PC hardware has always been relatively poor compared to home computers.
Shane said:if ne1 could ever capture a tearing effect i would like to see it.
Dark_Seph said:Same here, I can live without AA or AF but when I see it flash by, O_O.
Very good write up.
kmeson said:Obviously a semantic error. As for the rest of your lecture on semantic errors you're preaching to the choir.
I don't think you can know that unless you work for an IHV. Emulation is probably more work than maintaining the few 10s of thousands transistors needed to implement VGA functionality. Furthermore the emulation I'm talking about would have to be on chip anyway as I'm talking about writing asm directly to hardware IO ports in a non-PM OS and bypassing BIOS completely.
This VGA spec is what allows PCs to implement the 'copper bar' which you said
Implying that modern video cards do not implement VGA compatibility. I'm calling bullshit.
I know plenty of fellow engineers that would love to see paletted textures. Besides the obvious memory and bandwidth savings it can also offer better quality than other hardware compression techniques like DXTn. But I digress...
The 'copper bar' effect was never practical; it's like a guitar solo or showing your dick. It's an effect you whip out to demonstrate your keen ability at performing precise timing on limited hardware. If it were easy there would be not point in doing it.
LOL!
forumposter32 said:So, how do you enable triple buffering? Where is the setting? Does this information tell me what kind of monitor I should buy? What are optimal settings?
Scali said:What makes you think these hardware IO ports are real? It's a PCI/AGP/PCI-e card for starters.
Scali said:I find it sad that you appear to be completely ignorant about this matter, judging from your 'LOL!'-reaction.Scali said:PC hardware has always been relatively poor compared to home computers
kmeson said:If you are suggesting the video card is virtualizing a port, then we're back to my original assertion that "emulation is probably more work than maintaining the few 10s of thousands transistors needed to implement VGA functionality."
If you don't find humor in your quote, I'm sorry. At this point I don't feel like trying to having a discussion with you anymore.
Arkalius said:OpenGL has no way to force triple-buffering because it's not part of the OpenGL standard, and can only be implemented through an extension that the game itself has to include.
Scali said:at this point I think you're just trying to get out of it, because you realize that you were wrong and know absolutely nothing about the subject.
kmeson said:This right here is why you got banned from Beyond3D. Clearly you've not learned a damn thing.
Arkalius said:Triple buffering has to be supported by the game generally. There is a utility someone linked in this thread that allows you to force triple-buffering in DirectX games but it doesn't always work right. OpenGL has no way to force triple-buffering because it's not part of the OpenGL standard, and can only be implemented through an extension that the game itself has to include.
As far as monitor choice, there really isn't much to say on that with regard to this issue. Higher refresh rate capabilities are good but it doesn't solve the problem completely.
You will still see tearing on an LCD, as it still has to, effectively, 'update'. When the signal is sent to the monitor, the frame may not be totally rendered yet, so you will still see some of one frame and some of another. Don't ever think of an LCD as a way to eliminate V-Sync AND tearing on the screen. Until they invent an interface that tells which pixel to change when, and has no 'refresh' rate, then you will eliminate both V-Sync and tearing. But I highly doubt they will do that, way too much bandwidth needed.Why does this happen? Lets take a specific example. Let's say your monitor is set to a refresh rate of 75Hz. You're playing your favorite game and you're getting 100FPS right now. That means that the mointor is updating itself 75 times per second, but the video card is updating the display 100 times per second, that's 33% faster than the mointor. So that means in the time between screen updates, the video card has drawn one frame and a third of another one. That third of the next frame will overwrite the top third of the previous frame and then get drawn on the screen. The video card then finishes the last 2 thirds of that frame, and renders the next 2 thirds of the next frame and then the screen updates again. As you can see this would cause this tearing effect as 2 out of every 3 times the screen updates, either the top third or bottom third is disjointed from the rest of the display. This won't really be noticeable if what is on the screen isn't changing much, but if you're looking around quickly or what not this effect will be very apparant.
Scali said:It can also be forced by the display driver, but as far as I know, only ATi has this feature in its drivers. You can just turn it on in the ATi Control Panel, somewhere in the OpenGL section.
Russ said:Someone in the thread concerning the new Beta drivers (77.76 I think?) from nVidia said triple buffering was now an option.
Brent_Justice said:Tripple Buffering can now be forced in ForceWare 77.76
texuspete00 said:First off, before I make a fool of myself... I should ask BF2 is DX this time is it not?
Scali said:Thing with framerate is that it's an amount of frames measured over a certain period of time.
Within your measurement-interval, the framerate may not be entirely constant. That's why you may get fluctuations and such, and even with vsync on and double-buffering, the framerate doesn't always have to be 60 or 30. If it goes back and forth within the measurement interval, the actual measured framerate will be somewhere between 60 and 30.
kmeson said:LOL!Scali said:PC hardware has always been relatively poor compared to home computers.
Scali said:Well I still don't know what was meant by this here:
Anyone else have any idea? I fail to see what's so funny, and kmeson seems reluctant to explain it.
If something I say is so damn funny, I'd like to know why.
RandysWay said:STICKY WORTHY!
Scali said:Well I still don't know what was meant by this here:
Anyone else have any idea? I fail to see what's so funny, and kmeson seems reluctant to explain it.
If something I say is so damn funny, I'd like to know why.
Terra said:What is the difference between a PC and a home computer?