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Do you use Triple Buffering? Poll.

VIAN

Diamond Member
Started using it now so that I get better framerates with Vsync on, which is a must for me on a LCD.

Nvidia offers options in the control panel to force Triple Buffering on both OpenGL and Direct3D.
 
Well, now that you mention it - I might as well start using it, because once you notice the image tearing I just have to enable vsync all the time now otherwise it's always gonna bother me.
 
Humm. So triple buffering increases FPS when it is under the maximum allowed by Vsync. What is the downside then? Why would one not use it?
 
I'm grateful for this thread. I was not aware that a setting existed that aided with vsync, and I *always* use vsync because tearing is unacceptable to me.
 
Originally posted by: DRavisher
Humm. So triple buffering increases FPS when it is under the maximum allowed by Vsync. What is the downside then? Why would one not use it?

Eh... kinda sorta not really. If you have a refresh rate of 60 Hz and have Vsync on, as long as your computer can run the game at 60 FPS, you'll get 60 FPS. If it can't maintain 60 FPS... it'll drop to 30. If it can't maintain that it will drop to 15. Triple buffering prevents that halving of frame rates. So if you had a refresh rate of 60 Hz, and your computer could onlymaintain 50 FPS, that's what you'd see... with Vsync and no Triple Buffering you'd see 30.
 
Originally posted by: StrangerGuy
Triple buffering is a must if Vsync is on...At least IMO.

I agree. And Vsync isn't really optional for me - tearing is really noticeable (at least to me) on a 60Hz LCD. I was really happy that Nvidia finally added Triple Buffering to the drivers a few releases back.
 
I don't always use vsync as I can only notice the tearing in some games, but it's basically useless without triple buffering.
 
Humm. So triple buffering increases FPS when it is under the maximum allowed by Vsync. What is the downside then? Why would one not use it?
The downside is that it uses more VRAM. Usually without triple buffering, the GPU uses 2 frame buffers - it draws one, then draws another. This may be too fast for the display however and the video card will be forced to wait until the first frame buffer is shipped to the monitor before drawing onto it. If the video card waits, it's not doing work meaning you have decreased video power. With a third framebuffer, it won't have to wait. A third frame buffer uses more memory so you may have to lower some graphics settings, depending on your video card, to enjoy the smoother play that triple buffering offers in conjuction with Vsync.

triple buffering in the nV drivers only works for opengl games..
It isn't mentioned anywhere in Nvidia documentation that it is only for OpenGL.
 
I used to think it crashed half-life 2, but it was just my drivers. Since then I've forgotten all about it. I might as well start using it.
 
Triple Buffering could be used in cases without Vsync to illiminate tearing, but why not just go Vsync then. Anyway, Nvidia's drivers only have Triple Buffering enabled if Vsync is also enabled.

Didn't seem to be working in FEAR however. Which sucks ass.
 
Triple Buffering could be used in cases without Vsync to illiminate tearing,
Triple buffering has abolutely no effect on tearing. All it does is prevent stalls associated with waiting for the refresh cycle, stalls which are not present when vsync is off.

Thus enabling triple buffering when vsync is off is totally useless.
 
Triple buffering has abolutely no effect on tearing. All it does is prevent stalls associated with waiting for the refresh cycle, stalls which are not present when vsync is off.

Thus enabling triple buffering when vsync is off is totally useless.

If you think about it, and if triple buffering worked without vsync...

Tearing is caused by outputing the framebuffer to the monitor during a buffer overwrite. If you have 3 buffers instead of 2, there is less of a chance of tearing happening. It may not remove all tearing and it may only help a bit towards a tear free image, but it possible has some effect.
 
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