RivaTuner Advanced Discussion forum This forum is intended for advanced comments, ideas and general discussion of the RivaTuner Utility which is hosted here at the Guru of 3D. This forum is visited by programmer himself - you can only post in this area with a minimum of 10 posts and 7 days forum membership.
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Newbie
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D3D Overrider -
12-25-2006, 19:21
| posts: 13 | Location: DK
Hi there!
First, I wanna say thanx a lot for the new Rivatuner!
Could someone please explain what the benefits are with D3D Overrider. Enabling triplebuffering is also available in the Forceware driver settings, so what is the big deal? Have I totally misunstood something here?
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Newbie
Videocard: XFX 8800GTX
Processor: Core2 Duo E6600, Waterchilled
Mainboard: Asus P5W DH Deluxe
Memory: Corsair Twin2x2048 PC8500
Soundcard: SB X-Fi
PSU: Enermax Liberty 500W
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12-25-2006, 21:59
| posts: 13 | Location: DK
Please, somebody explain to me, why enabling triple buffering in Direct3D, is so hiped with the new release of RT.
What do I get when forcing triple buffering in Direct3D?
Last edited by Exalix; 12-25-2006 at 22:14.
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Ancient Guru
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12-25-2006, 22:34
| posts: 6,569 | Location: Galactic Sector QQ7 Active J Gamma
if i understand it correctly, triple buffering means that you can enable vsync without getting horrible framerates(30 or even 15) when your gpu cant give 60fps.
btw, take it easy on the bumps, just because in 2 hours nobody has answered, doesnt mean nobody will, especially on christmas day.
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Maha Guru
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12-25-2006, 22:53
| posts: 1,047 | Location: United Kingdom
Quote:
Originally Posted by Exalix
Hi there!
First, I wanna say thanx a lot for the new Rivatuner!
Could someone please explain what the benefits are with D3D Overrider. Enabling triplebuffering is also available in the Forceware driver settings, so what is the big deal? Have I totally misunstood something here?
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Triple buffering in drivers is only available for OpenGL. The D3D overrider is for forcing triple buffering in all direct3D games, by making a direct call on the api itself. This in turn prevents tearing on games when synced to your monitor refresh rate, very important if you use a TFT as they use a low refresh rate, as well as prone to tearing.
tearing is a real problem in fast paced games such as Unreal Tournament, one of the reasons I have not made the jump. Oh and the fact I have one of the best CRT ever made in an IIyama 454 that does 1600X1200 @100hz. Bear in mind triple buffering does require Vram, so if your using a VRAM intensive games such as Oblivion with a 256mb card, it could impare FPS when you run out of local memory on the card. You ca counter this by using lower textures that use less memory footprint.
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Maha Guru
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12-26-2006, 00:05
| posts: 1,560 | Location: Pa
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Master Guru
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12-30-2006, 03:31
| posts: 236
Quote:
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Oh and the fact I have one of the best crt ever made in an IIyama 454 that does 1600X1200 @100hz.
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I got one better. My 21" Trinitron does 1920x1200@85Hz. No need for V-synch, no tearing, no jaggies here......lol......
You are spot on about the Triple buffering for D3D. Only OpenGL allows for the forcing of triple buffering. That's what the nVidia CP force triple buffering is all about. In the nVid user CP, it's only for OpenGL. That's why the D3D Triple Buffering Override is so cool. It does the same thing for D3D games. It works best if you have 512 MB of vid card RAM. I have used forced D3D triple buffering with 256 MB cards and it works OK. Bottom line , is that it keeps your frames from really bottoming out when V-synch is on.
Last edited by Sailindawg; 12-30-2006 at 03:34.
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Ancient Guru
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12-30-2006, 08:05
| posts: 3,036 | Location: Hell.....but it's a dry heat
First off, thanks for Rivatuner, it's awesome.
I have vsync enabled in FEAR and the forced D3D gave me a gain of 8 FPS, that is friggin' awesome!!
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Maha Guru
Videocard: Sapphire 4870 512mb
Processor: Intel Q9450 @ 3.2ghz
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01-08-2007, 20:49
| posts: 1,047 | Location: United Kingdom
Quote:
Originally Posted by Sailindawg
I got one better. My 21" Trinitron does 1920x1200@85Hz. No need for V-synch, no tearing, no jaggies here......lol......
You are spot on about the Triple buffering for D3D. Only OpenGL allows for the forcing of triple buffering. That's what the nVidia CP force triple buffering is all about. In the nVid user CP, it's only for OpenGL. That's why the D3D Triple Buffering Override is so cool. It does the same thing for D3D games. It works best if you have 512 MB of vid card RAM. I have used forced D3D triple buffering with 256 MB cards and it works OK. Bottom line , is that it keeps your frames from really bottoming out when V-synch is on.
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I said one of them And my monitor can do the same res @ 85hz. In fact it can all the way to 2048X1536 @ 75hz.
/pokes tongue out lol
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Member Guru
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01-13-2007, 08:53
| posts: 136 | Location: Australia
Please excuse my ignorance here but.....are you still required to enable triple buffering in the nVidia control panel and/or in-game or does this application do it for you ?
In other words, do you simply enable V-Sync in-game and then let this application automatically force-enable triple buffering ?
cheers and thanks
Last edited by bagman; 01-13-2007 at 09:09.
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Maha Guru
Videocard: EVGA GTX 680
Processor: i72600K @ 4.5
Mainboard: Asus P8P67 Deluxe
Memory: 2 x 4 G Skill
Soundcard: X-Fi Extremegamer
PSU: BFG Tech EX-1200
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01-13-2007, 15:18
| posts: 1,560 | Location: Pa
Quote:
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In other words, do you simply enable V-Sync in-game and then let this application automatically force-enable triple buffering ?
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Right...but.. D3DOverrider is for Direct X API. The NV control panel is for OpenGL API. D3DOverrider needs to run in the system tray.
Most games today are using DirectX but you need to find out which API for sure.
API=Application Programming Interface.
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Member Guru
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01-13-2007, 21:08
| posts: 136 | Location: Australia
[QUOTE=Most games today are using DirectX but you need to find out which API for sure.
API=Application Programming Interface.[/QUOTE]
Thank you for replying.
Please correct me if I am wrong, but my understanding of API ( in very sinmple terms ) is the API is a means by which the application ( eg PC game) "talks" to the operating system ( eg Windows XP ).
If Microsoft make most of it's API information public, then surely any software written to operate with Windows should be trouble free ?
Therefore I don't follow why I need to find out which API is in use for me to use D3DOverrider ??
Can I also make this clear in my mind, that once I set V-Sync in-game and enable D3DOverrider in the system tray, triple buffering will be automatically enabled without the need for me to do anything else ??
Thank you for your patience
cheers
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