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Question about Triple Buffering

Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by D4rKy21, Jun 10, 2012.

  1. D4rKy21

    D4rKy21 Banned

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    Does this reduces image quality ? because i know that it does steady your fps more, but @ the cost of image quality ? i know the old story of tripple buffering that it increase your fps @ the max of 60 or 120 hz when vsync is on, but in what negative way when tripple buffering is on ? on nvidia defauls control panel its auto off but i could set it on.

    So my question is does it increase IQ or does it decrease it ?
     
  2. rewt

    rewt Maha Guru

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    Neither ;)
     
  3. Agent-A01

    Agent-A01 Ancient Guru

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    nope only uses vram and adds input lag
     
  4. BrightCandle

    BrightCandle Active Member

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    This

    No IQ difference at all only improvements in smooth frame rates as long as you can live with +16ms extra input lag (normally you can).
     

  5. D4rKy21

    D4rKy21 Banned

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    Aight guys thx for the info.
     
  6. TheDeeGee

    TheDeeGee Ancient Guru

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    Want to add that 64-Bit Applications arn't supported by the current only tool that allows Triple Buffering in D3D.
     
  7. Glottiz

    Glottiz Master Guru

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    Triple buffering is a must if you use Vsync. Also limiting FPS to your refresh rate is crucial too, it greatly reduces input lag when vsync is on.
     
  8. Pelzimus

    Pelzimus Active Member

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    What is this 60Hz with TFT panels anyway, some kind of analog relic that just has to be dragged along? My tiny common sense doesn't understand why I see tearing when I have TFT connected with DVI and all, what analog do I have left requiring refresh rates and vsync?
     
  9. rewt

    rewt Maha Guru

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    TFT is like CRT in that it doesn't "refresh" every pixel at the same exact time, so you can still end up with tearing.
     
  10. MrBonk

    MrBonk Ancient Guru

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    TB doesn't always add input lag. A lot of times in my experience it reduces it compared to traditional DB Vsync.


    Especially in Crysis 2 for example.
     

  11. hnizdo

    hnizdo Member

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    There was a word about d3doverrider. I thought that in current nvidia drivers tripple buffering works for d3d too, not only for opengl, like in the past. So whats true?
     
  12. rewt

    rewt Maha Guru

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    Last I checked it still only applies to OpenGL. Look for yourself, try forcing vsync + triple buffer in Heaven benchmark. I know for sure it did not work in D3D9.

    Ensure a proper test by leaving vsync disabled in the app, and force it through driver.
     
  13. tsunami231

    tsunami231 Ancient Guru

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    I still dont understand why Nvidia does not support TB out right for all rendering modes. Hell I dont understand why most games dont even have, back in the day alot of games had that option in them Hell the 3dfx drivers had a working TB option or atlest that is what I remember

    Honestly I tried both NV TB which i have had on by default for years and I tried D3Doverride and I dont see a difference with either in any of the games I play that have FPS drop frequently lower then 35 fps when vsync is on. so either my idea about what it does is wrong ( stabilize the framerate at below vsync rate??) or I looking in wrong places

    Infact only time I seen TB even do what it supposed to do in last 5 years is when I ran Heaven with TB Forced on threw D3d I gained about 10 FPS with it forced on and lost about 10 with it off, but most my games I see no difference when it forced on
     
    Last edited: Jun 12, 2012
  14. TheDeeGee

    TheDeeGee Ancient Guru

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    Yep, i didn't feel a difference either in recent Games it's why i stopped using it. And seeing it doesn't support 64-Bit applications it will be a useless tool in the future anyways.
     
  15. residentour

    residentour Member

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    Triple buffering is only for OpenGL so there is almost none usage for now.
     

  16. rewt

    rewt Maha Guru

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    This topic has been discussed so often, it's like beating a dead horse all over again.

    Triple buffering helps prevent the frame rate halving issue associated with double buffering. Nothing more, nothing less.
     
  17. tsunami231

    tsunami231 Ancient Guru

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    It differently don't work in alot new games then, specially swtor
     
  18. Netherwind

    Netherwind Ancient Guru

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    I'm sure it works using D3DOverrider?
     
  19. tsunami231

    tsunami231 Ancient Guru

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    d3doverride does it beeps to over ride like supposed to , but like i said I see no difference with using d3d override or nvidia tb.

    Only programs I seen d3d override in recent memory help was heaven demo every other game i seen it dont help one bit
     
  20. The Chubu

    The Chubu Ancient Guru

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    It does nothing to the frame being rendered. Normally you have two buffers, more to the point, frame buffers. Each is just the space of memory that the GPU flushes out to the video output for rendering.

    The first buffer is the one that has the frame ready for being displayed, the second buffer has the next frame that is being rendered while the first one is being displayed. It works that way so you dont see a bunch of half rendered frames on your screen.

    Thing is that is hard to synch the GPU with the monitor when you only have one complete frame to display (remember that the 2nd buffer is a frame "under construction" ), so the triple buffer adds another layer that works by having always at least one frame complete besides the one being displayed. You have the buffer holding the frame that is going to the display, and at least one of the other two buffers already holds the next complete frame ready for the display.

    So the whole technique doesnt touches at all the result of the frame rendering, just adds another buffer for holding frames.
     
    Last edited: Jun 17, 2012

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