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Tripple Buffering in Direct3D?
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Amilo-D
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Default Tripple Buffering in Direct3D? - 02-16-2007, 13:51 | posts: 263 | Location: Oslo, Norway

I was looking for Tripple Buffering under D3D (mainly for NWN2) but i couldnt find it.

I remember seeing that option there in past, but it suddenly vanished

Any chance i can get it back? (registry editing maybe) I did reinstall latest version again 1.2.6.991 but no change.
   
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tlen
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Default 02-16-2007, 15:23 | posts: 22

Triple buffer is in
GameProfiles/Manages Profiles/Direct3D Tweaks

But i wonder why it's not in the standard Direct3D menu, like that in OpenGL section ("Additional options"), in order we can able it globally for Direct3D?
Triple buffer is an importan thing.
   
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Amilo-D
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Default 02-16-2007, 16:08 | posts: 263 | Location: Oslo, Norway

Oh yeh. Thanks tlen, there it was. Indeed i was looking under Direct3d->Settings->Advanced. And i agree it would be nice if it was added there.
   
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dominant1
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Default 02-16-2007, 16:13 | posts: 2,503 | Location: USA

why do you use triple buffering? from what ive heard, it should be turned off because of the performance hit.
   
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tlen
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Default 02-16-2007, 17:13 | posts: 22

Triple buffer is used to obtain the most smooth performance without interrupt in the flow of video data.
Yes, it takes a little more resources, but it worths the price, expecially on medium-high cards.
   
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Amilo-D
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Default 02-16-2007, 17:13 | posts: 263 | Location: Oslo, Norway

Performance hit from tripple buffering is minimal. It is used so i can disable v-sync and still play without tearing (yes my system does run nwn2 over 60fps in several areas).

Only thing with tripple buffering is slight pointer lag, but its totally ignorable in non-fps games.
   
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Ray Adams
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Default 02-16-2007, 19:24 | posts: 4,942

D3D TB option is not an options of Catalyst itself like TB for OpenGL. This is feature of ATT and can be applied only through game profiles



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tlen
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Default 02-17-2007, 09:32 | posts: 22

Why is that Ray?
Why you don't move it under the Direct3D menu, so we can use it "globally" without creating each time a game profile?
I think it would be a great thing.

EDIT:
Ray, i don't know how you've done it, but now i've tested it with a 3DApplication that is gone from 72fps to 192fps!!!!!!!
So PLEASE make the triple buffer globally usable in the Direct3D menu

Last edited by tlen; 02-17-2007 at 10:26.
   
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puntarenas
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Default 02-17-2007, 13:45 | posts: 91 | Location: Germany

Quote:
Originally Posted by Ray Adams View Post
This is feature of ATT and can be applied only through game profiles
No need to argue, tlen, use game profiles to activate it for D3D games as I do, it cannot be forced on driver level.
To the performance hit, Triple Buffering only consumes more VRam for a third buffer and as long as you don't run out of memory because of that, it won't affect performance noticeably, but will provide the best gaming experience getting rid of tearing without the framedrops vsync causes.
   
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Ray Adams
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Default 02-17-2007, 19:12 | posts: 4,942

[quote]Why is that Ray?[/quote
Because of
As I wrote before ATT can apply TB only by using game profile because ATT have to hack into game initialization process to change D3D initialization directly inside the game. And this possible only if you tell ATT what .exe file to use as a game executable. No way to enable it globally



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tlen
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Default 02-17-2007, 22:07 | posts: 22

I see, but making researching, i've found a software named D3DOverrider.
Testing it it has the option to enable Triple buffer on DX7, DX8, DX9 and DDraw too. All of this at "global" level, or at application level pointing to the exe. If you don't point to exe, it's enabled everywhere.
It use a particular method to hack directly into the system?
   
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Default 02-18-2007, 16:04 | posts: 22 | Location: Northeast

Ummmmmmmmm , Well then use that proggy for TB if it works correctly.I like the game profiles way of applying TB because atleast for me the TB doesnt work great on everything.How can it even be an issue unless you are manually setting every option for each game , everytime.Set a profile for each game and gain some game time because once u get a few games with a mid-high end card there are so many options that change from game to game.I didn't use the profiles at first and oblivion had far too many options to set everytime.It seems like a lot of extra setup but atleast you only do it once.
   
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Ray Adams
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Default 02-18-2007, 16:23 | posts: 4,942

Quote:
see, but making researching, i've found a software named D3DOverrider.
I know this part of RivaTuner and this util use same technique like ATT, but ATT doesn't try to integrate itself into any started application to avoid incompatibles. Sorry, but this is my last words about TB. It will not be system wide option.



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tlen
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Default 02-20-2007, 11:04 | posts: 22

Quote:
I know this part of RivaTuner and this util use same technique like ATT, but ATT doesn't try to integrate itself into any started application to avoid incompatibles. Sorry, but this is my last words about TB. It will not be system wide option.
No problem at all
I can understand your phylosophy regarding incompatibilities

Oh another thing (OPS... a little OT).
Recently i've had two monitors, and tried to do a "Clone Monitor" desktop mode. With ATT i've been able to do only "Extend Monitor Mode", while with CCC there is clearly the option "Clone Mode" and it does work.
In ATT i wasn't able to find that option, because with the two monitor installed the second monitor is unrecognized by ATT and i can't turn it on (in Display->Settings).
What's the matter?
   
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Ray Adams
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Default 02-20-2007, 11:30 | posts: 4,942

ATT doesn't have full support for any kind of monitors I'm not in ATI and I have no documentation about it.



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UnclePappi
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Default 04-19-2007, 11:33 | posts: 5,075 | Location: Toledo, Oh

Quote:
Originally Posted by puntarenas View Post
No need to argue, tlen, use game profiles to activate it for D3D games as I do, it cannot be forced on driver level.
To the performance hit, Triple Buffering only consumes more VRam for a third buffer and as long as you don't run out of memory because of that, it won't affect performance noticeably, but will provide the best gaming experience getting rid of tearing without the framedrops vsync causes.
QFT

If you are running out of v-ram is the only time to disable it. I have a question for Ray though. How's come tb doesn't work in Quake 4? Even if I enable it in profile or globally the fps will jump from 60>45>30 and even sometimes... ... 15.
   
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Ray Adams
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Default 04-19-2007, 14:56 | posts: 4,942

Quote:
How's come tb doesn't work in Quake 4?
Quake 4 is OpenGL game and Catalyst has global TB option for OpenGL.



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