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D3D Overrider
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Exalix
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Question D3D Overrider - 12-25-2006, 11:21 | posts: 13 | Location: DK | User is Offline

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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Exalix
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Default 12-25-2006, 13:59 | posts: 13 | Location: DK | User is Offline

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 14:14.
   
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kwak
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Default 12-25-2006, 14:34 | posts: 6,438 | Location: Galactic Sector QQ7 Active J Gamma | User is Offline

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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Gamergod
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Default 12-25-2006, 14:53 | posts: 1,047 | Location: United Kingdom | User is Offline

Quote:
Originally Posted by Exalix View Post
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?
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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boogieman
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Default 12-25-2006, 16:05 | posts: 1,262 | Location: Pa | User is Offline

Also...read more at Tweakguides about TB.

http://www.tweakguides.com/Graphics_10.html
   
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Sailindawg
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Default 12-29-2006, 19:31 | posts: 226 | User is Offline

Quote:
Oh and the fact I have one of the best crt ever made in an IIyama 454 that does 1600X1200 @100hz.
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; 12-29-2006 at 19:34.
   
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Deadman93723
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Default 12-30-2006, 00:05 | posts: 3,036 | Location: Hell.....but it's a dry heat | User is Offline

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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Gamergod
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Default 01-08-2007, 12:49 | posts: 1,047 | Location: United Kingdom | User is Offline

Quote:
Originally Posted by Sailindawg View Post
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.

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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Default 01-13-2007, 00:53 | posts: 131 | Location: Australia | User is Offline

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 01:09.
   
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boogieman
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Default 01-13-2007, 07:18 | posts: 1,262 | Location: Pa | User is Offline

Quote:
In other words, do you simply enable V-Sync in-game and then let this application automatically force-enable triple buffering ?
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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bagman
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Default 01-13-2007, 13:08 | posts: 131 | Location: Australia | User is Offline

[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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