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Overclock.net - Overclocking.net > Video Games > PC Games | |
Triple buffering: "Why we love it"
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#1 (permalink) | ||||||||||||||
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New to Overclock.net
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For whatever reason most gamers seem oblivious to the inherent benefits of triple buffering in games. It gives you the performance of standard double buffering but without the ugly (in my eyes game breaking) tearing that comes with it. Anandtech have just put up an article that explains the process and why you should all be such a fan of it, and have it enabled in most every PC game, to paraphrase them:
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For anyone that doesn't like tearing, it will essentially give a significant framerate boost in every game you enable it in, for all practical purposes its a free GPU upgrade. If you're at all interested in the way that games render, want to know why triple buffering rocks or are sceptical of the benefits then I highly recommend you read the article: http://www.anandtech.com/video/showdoc.aspx?i=3591&p=1 -------------------------------------------------------------------------------------------------------- Forcing Triple buffering in D3D games. Now, the article has one glaring omission, and that's advice as to how to enable triple buffering in games that don't use OpenGL (an increasingly tiny minority these days) or explicitly include an option to enable it ingame. See, although your Nvidia and ATI control panel include to enable triple buffering in games, this setting only applies to OpenGL games, even though this may not be particularly clear. This is where D3DOverrider comes in, as it allows you to force vsync and triple buffering in any game that uses Direct3D, which is the vast majority of games on the market today. It uses close to zero resources, is easy to use with both global and per application profiles available and I consider it to be one of the most essential programs for any self respecting PC gamer. The program is installed in a package along with Rivatuner, which is another essential program for PC hardware enthusiasts as it allows you to do all manner of tweaking, OCing and monitoring and is useful for all manner of tasks. Download it here: http://www.guru3d.com/index.php?page=rivatuner Now, since D3DOverrider is a separate program you will need to launch it separately, on first launch, simply set: "Start with Windows" to on "Detection level" to medium "Force Triple Buffering" to on "Force Vsync" to on I recommend that you do not force Vsync through your drivers in addition and just leave the setting to the default "application controlled." Now when you launch a D3D game you should here a standard Windows success "beep" to indicate that triple buffering has been forced. Now, if for whatever reason this causes problems with a particular program, simply click the "Add profile" cross in D3DOverrider, navigate to the relevant game executable, and create a new profile with it, where nothing is forced on. You can now enjoy all your games with a perfect tear free image but without the undesirable framerate and input latency hit that comes with vsync. Enjoy! -------------------------------------------------------------------------------------------------------- For reference here's some example images from the article that help illustrate what is happening with the three different rendering techniques. Standard double buffering: ![]() Double buffer Vsync: ![]() Triple buffering: ![]() Note: If you are a dual GPU SLI/Crossfire user you will not be able to use tripple buffering. Sorry, folks.
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#2 (permalink) | |||||||||||||
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2 + 2 = 5
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Buffering causes input lag? If so, no thanks...
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#3 (permalink) | |||||||||||||
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4.0ghz
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Yeah it causes some. So does Vsync in some games though. Setting pre rendered frames to zero seems to help though.
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#4 (permalink) | |||||||||||||
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4.0 GHz
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CS: Source comes to mind.
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#5 (permalink) | |||||||||||||
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Interesting. I'll try it out.
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#6 (permalink) | ||||||||||||||
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nVidia Enthusiast
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so should we use it or not
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#7 (permalink) | ||||||||||||||
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4.0 GHz
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It's useful if used in conjuction with V.Sync.
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#8 (permalink) | |||||||||||||
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New to Overclock.net
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Yes! Well, that's unless you're a fan of tearing. Triple buffering will produce a much higher framerate and much less input lag than standard v-sync.
__________________Its basically v-sync without the major drawbacks.
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#9 (permalink) | |||||||||||||||
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nVidia Enthusiast
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Quote:
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