Sorry I get that first part of your post but I don't see how a display the refresh 60 time per second can exceed 60fps.
It will start "refreshing" itself every 16ms, so at 0, 16, 32, 48, 64, 80ms etc.
A torn frame doesn't count as an extra it's more a mix of an old and a new frame.
When a render exceeds its rendering time it will fall to 20fps (or less) no matter it is double triple buffered .
Starting at t=o the first frame will be displayed @ T=48 then 96 then 144 which is 20fps.
The talk that I read a lot that double buffer fall to 20fps as soon as the render take a hit is unfair as the same happens for a triple buffered game (or non buffered game). It's misleading the triple buffered rendered may run at 22FPS in the mean time but for the observer the result will be the same on screen ie 20fps.
It will start "refreshing" itself every 16ms, so at 0, 16, 32, 48, 64, 80ms etc.
A torn frame doesn't count as an extra it's more a mix of an old and a new frame.
When a render exceeds its rendering time it will fall to 20fps (or less) no matter it is double triple buffered .
Starting at t=o the first frame will be displayed @ T=48 then 96 then 144 which is 20fps.
The talk that I read a lot that double buffer fall to 20fps as soon as the render take a hit is unfair as the same happens for a triple buffered game (or non buffered game). It's misleading the triple buffered rendered may run at 22FPS in the mean time but for the observer the result will be the same on screen ie 20fps.