• We’re currently investigating an issue related to the forum theme and styling that is impacting page layout and visual formatting. The problem has been identified, and we are actively working on a resolution. There is no impact to user data or functionality, this is strictly a front-end display issue. We’ll post an update once the fix has been deployed. Thanks for your patience while we get this sorted.

Triple Buffering?

imported_Noob

Senior member
I have searched on google and have found no simple explanation that I can fully comprehend. Can somebody please explain it? I know that it has some kind of connection to VSync. But that's about it lol.
 
Double buffering (Normal) is where there are "two screens" - the one you see, and the one being drawn to. When it's time to render, they switch and you see the fresh new data with no mid-render artifacts.

Triple just adds one in the middle, so you have "Currently Viewing", "Next In Line", and "Being Drawn To" - they proceed in order. 🙂

Clear as mud, right?

- M4H
 
vsynch eliminates tearing - Tbuffering synchronizes frames one at a time so FPS doesn't get cut in half when you are using vsynch(dont quote me on that but I know that is the end result). You should have that option to use it if you have an ATI card. I unfortunately do not - have an nvidia card. But wish I could - I need it.
 
Originally posted by: APCOR
vsynch eliminates tearing - Tbuffering synchronizes frames one at a time so FPS doesn't get cut in half (dont quote me on that but I know that is the end result). You should have that option to use it if you have an ATI card. I unfortunately do not - have an nvidia card. But wish I could - I need it.

There have been requests on Nvidia forums for a driver that supports triple buffering. But if TB does the same thign as VSync, then what is the point of it?
 
Originally posted by: Noob
Originally posted by: APCOR
vsynch eliminates tearing - Tbuffering synchronizes frames one at a time so FPS doesn't get cut in half (dont quote me on that but I know that is the end result). You should have that option to use it if you have an ATI card. I unfortunately do not - have an nvidia card. But wish I could - I need it.

There have been requests on Nvidia forums for a driver that supports triple buffering. But if TB does the same thign as VSync, then what is the point of it?

It works with VSync to come to that end result. I think tripple buffering helps reduce the FPS hit that enabling VSync has.

Where do you enable tripple buffering on ati cards? I did a quick look through the options but I didn't see it.
 
Nvidia cards CAN use tripple buffering, I do in WoW. No option in the driver panel though, I think it's all app controlled.
 
I would not know where on an ATI card. Have read alot on this topic and most threads say that ATI has the option and nVidia does not. I have a 6800gt so I am S.O.L. If you have powerstrip you might be able dig it up in the conrol panel. From what I have read it is a matter of wether or not your driver supports T-buffering. If it does powerstrip will identify it and give you the option to enable it.
 
zakee - I am a noob. Can you tell me what exactly what WoW is and where I can get it?

is it a utility tool like pstrip?

would be in your debt forever
 
Originally posted by: MercenaryForHire...

Triple just adds one in the middle, so you have "Currently Viewing", "Next In Line", and "Being Drawn To" - they proceed in order. 🙂

Clear as mud, right?

- M4H

I used to think the same, but that is not actaly the case. I'll try to give the simpleist explanation I can:

No vsync, double buffering-
There is a backbuffer which is rendered to, and when that frame is complete it gets moved to the frontbuffer to be displayed on the monitor; thus making room a new frame to drawn to the backbuffer.

Vsync, double buffering-
Same as above, except the buffer filp has to wait for the monitor to compete its refresh. Durring the time between when the backbuffer is completed until the monitor's refresh is completed, the rendering process has to sit idle as there is no room to render a new frame too until the backbuffer is cleard on vsync.

Triple buffering-
Same as above, but the addition of a second backbuffer alows the rendering process to contenue instead of being interupted by the need to wait for the monitor's refresh to complete.
 
OpenGL doesn't provide a way to enable triple buffering though the applcation, so the only way to get it is to force it though the drivers. On the other hand, D3D does have a command for triple buffering and MS doesn't alow that command to be overrided though drivers. ATI does default triple buffering on in D3D though, so unless the games tells the drivers to turn it off you will get triple buffering with your vsync.
 
IIRC there is a way to force triple buffering with Nvidia cards. Not sure how well it works, but im pretty sure there is a way to force it. Ill check my drivers archive and look around a bit.

-Kevin
 
Back
Top