That's totally wrong. Triple buffering increases performance but can cause compatibility problems. It has no effect on image quality. OpenGL doesn't support triple buffering but apparently, ATI figured out a way to force it.Triple buffering will lower performance, but can improve image quality.
Triple buffering will lower performance, but can improve image quality.
Originally posted by: jerm007
Triple buffering can smooth out the frame rate. Take for example, you look at a section of the level, and your card can render it very fast. Then something happens and your card has more trouble with it. The buffer in the back is already rendered, so you don't take such an immediate or recognizeable performance hit. A reason you wouldn't want to use triple buffering is because it takes up that much more video memory. Take your resolution and bit rate and multiply them together: 1024*768*4 ( 4 bytes = 32 bits per pixel ) = 3,145,728 bytes or 3 MB. Multiply that by how many buffers you have and now you have that much less video memory for textures. Triple buffering would be eating up 9 megabytes just to display the image. Quad buffering, at 2048x1536x32(bits) is a crazy 12 MB per buffer times 4 total buffers equals ~50 megabytes! Yowza! So, if you want to conserve video memory because you have an older video card, don't turn on triple buffering. Also, when you turn on triple buffering, you may notice a little more lag in your input and movement. This is because the frame you are seeing is 3 frames old. The one you are currently moving in is in the 3 buffer which won't be displayed for another 2 frames. If you want clarification on this, just ask.
Uh, no. Triple buffering has no bearing on image quality and can improve performance if you also use vsync, though it does increase input lag.Triple buffering will lower performance, but can improve image quality
If you use vsync then you could turn it on for better performance.Why would I not want it enabled and where will it help?
Originally posted by: snidy1
How do I enable triple buffering?
Correct.waht should the force Z-buffer depth be set at? I would assume 24?
You'll experience less Z/depth errors. Examples of this are objects that overlap each other in the wrong order and/or sawblade effects on join lines.What are its benefits over 16?
You'll experience less Z/depth errors. Examples of this are objects that overlap each other in the wrong order and/or sawblade effects on join lines.[/quote]What are its benefits over 16?
That's really not an issue these days. In fact most cards now run faster under 32 bit mode than they do under 16 bit mode and that's with the full colour, not just the depth.Disadvantage is that there's more video memory used, possibly resulting in lower FPS.