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Triple-buffering should make input lag worse, not better. The reason being the system has now rendered yet another extra frame of video before taking your input into account. sure, once the buffer gets full, frames are discarded, but generally speaking larger buffer = more latency. It's just like professional audio recording. When you buffer more samples (frames of animation in this case) you have a longer lag between input and output.
Has anyone confirmed a tool that allows true tripple buffering in DirectX games which is true tripple buffering and not frames rendered ahead?
Surely this would have to be a function of the DirectX API and not something you can just code yourself and alter the way the graphics card behaves, isnt that the whole point of DirectX?
I used Triple Buffering to reduce the control/mouse issues of Dead Space and it worked great. Without it on the game was unplayable.
we already went through this before. if you enabled from the standard control panel then you got no triple buffering because that is for opengl only. remember how silly you looked posting all those links trying to prove your point when all they did was confirm what I was telling you all along. you have to use nhancer or some over app to force triple buffering for DX games. now some games like L4D have that type of app built right into the game and you can select triple buffering from within the actual game.I used Triple Buffering to reduce the control/mouse issues of Dead Space and it worked great. Without it on the game was unplayable.
What game did you try it with? I find results can vary between games, which leads me to my next question:
Why is it that V-Sync causes more input lag in some games than it does in others?
For example, enabling V-Sync and Triple Buffer in UT2004 results in input lag so bad that the game is all but unplayable, but enabling V-Sync and Triple Buffer in CoD4 creates barely any input lag at all.
For both UT2004 and CoD4, I was forcing V-Sync and Triple Buffer via D3DOverrider, and all mouse filtering etc. was disabled in both games.
Shouldn't V-Sync always cause exactly the same delay, irrespective of what game it's running with?