That's my understanding too, but this temporal AA seems to be breaking that rule all to sheeit from my observations.Joe DeFuria said:that note...it is my understanding that triple buffering can NOT be forced via drivers in D3D, it must be supported by the app. (Is that correct?) In GL, on the other hand, it is possible for the driver to force triple buffering.
What up with that? I ain't complaining as I love it, I'm just kind of curious.