Why do you use d3doverrider to force Triple Buffering?
There is a setting in NV's control panel to enable triple buffering. I leave the setting on. Does this not work?
It only works for OpenGL games.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Why do you use d3doverrider to force Triple Buffering?
There is a setting in NV's control panel to enable triple buffering. I leave the setting on. Does this not work?
It only works for OpenGL games.
what? it means when you enable vsync within the game then it also enables tripe buffering from within the game also. that has nothing to do with your cards control panel settings. this isn't the first game to do this and all it does is enable it just like a third party app would do.Some games may be enabling triple buffering when you use Vsync for DirectX games. For example, the July 2010 patch for Just Cause 2 included this in the patch notes: "Enable triple buffering when vsync is on." Just Cause 2 is not an OpenGL game, so they must have enabled it for DirectX - which can be done by the game developers. Unfortunately, either they usually don't enable it, or they do and don't bother to mention it to the user, which just increases the need for a tool or test method that tells you if triple buffering is happening.
what? it means when you enable vsync within the game then it also enables tripe buffering from within the game also. that has nothing to do with your cards control panel settings. this isn't the first game to do this and all it does is enable it just like a third party app would do.
so i'm not discovering that when playing some emulators, the vsync input lag doesn't exist in windowed mode, but when fullscreened the lag is quite noticeable.
does fullscreen use a different rendering method in some instances than windowed mode?