Triple Buffering

Quitch

Veteran
The latest Cat's added tripple buffering support for OpenGL, which while it takes up a little more memory, makes the use of Vertical Sync practical (just disabled Vertical Sync... wow, guess I was getting those half rates :)).

Can triple buffering be used for Direct3D apps too (that's why it's here, not in drivers :))? Anyway reason why this option isn't there yet?
 
http://www.beyond3d.com/forum/viewtopic.php?t=7730&postdays=0&postorder=asc&start=20

sireric said:
K.I.L.E.R said:
Okay, why add tripple buffering support?
Who (other than myself) plays without AA?

Other than that confusion. Another excellent release. :)
It most likely won't benefit me (it hasn't so far). Then again I tend to play older games and my performance in those games is always at my refreshrate. I never had any bugs in the first place so it won't fix up what doesn't exist. :)

Not sure about your question. AA, regretfully, doesn't impart the benefits of tripple buffering regarding frame rate and vsync. There are three buffers, but only two render buffers; and you need three render buffers to get "tripple buffering". We've enabled it for OGL games. For D3D, it's much harder, since the driver doesn't control the surfaces (the OS does), as opposed to OGL.
 
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