Does forcing "Triple Buffered V-Sync" via the Nvidia Control Panel even work for DX12/Vulkan games?

Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by BlindBison, May 23, 2021.

  1. BlindBison

    BlindBison Ancient Guru

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    I've seen it mentioned in a couple different threads over time that the control panel triple buffer v-sync doesn't work for Vulkan and DX12 games.

    So, to clarify, in the control panel we have a couple different kinds of V-Sync available:
    1) traditional double buffering
    2) linear triple buffering
    3) "true" triple buffering as it's sometimes called (fast sync -- this one has discarded frames/shows most recent)
    4) adaptive v-sync which toggles off v-sync under the target

    My question is for #2 -- I'm not a fan of fast sync personally since it results in a lot of visible "jitter"/has a sort of microstuttery look to it i'm not fond of (though of course latency is low).

    For Adaptive v-sync you still have tearing below target and it also doesn't appear to work with the "low lag v-sync trick" from blurbusters where you cap fps to exact refresh (or refresh - 0.01) since this results in v-sync toggling itself off in my tests (unless you set your fps cap close to a whole frame above exact refresh).

    This leaves us with traditional double buffering and linear triple buffering -- triple buffering does appear to work in conjunction with the low lag v-sync trick and seems to handle drops below the target more elegantly than does double buffering.

    Is it true that triple buffering doesn't work with DX12/Vulkan games though? If so, then why do all the others work when forced via the driver (double buffering and fast sync and adaptive)?

    Thanks!
     
  2. Mineria

    Mineria Ancient Guru

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    As the driver says: OpenGL
     
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  3. BlindBison

    BlindBison Ancient Guru

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    Thanks!
     

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