Short answer: no-one should care about a behaviour which is not supported by DXGI (at least it is not supported in the OpenGl way). Long answer: trying to hook 3rd party applications like games to alter the frame presentation behaviour is a lost battle. It may works with some games, but not with all. DXGI in every iteration added more controls to control the frame queue. Trying to add "triple buffering" for all DirectX application is a waste of time and money for all IHVs. A lil DXGI swap chain hystory may help: - DXGI 1 (Vista): remapps of Direct3D 9 swap chain under bitblt only. - DXGI 1.1 (7, Vista with platform Update): no swap chain changes - DXGI 1.2 (8): reintroduction of the flip model. - DXGI 1.3 (8.1): lower-latency swap chain presentation (ie: control how much frames you can wait before a new draw). - DXGI 1.4 (10): finer control of the flip model for Direct3D 12 (which allows advanced techniques like Intel showcase does). - DXGI 1.5 (10 THS2): variable refresh rate displays (freesync and gysinc in OS support), unleashed frame-rate for borderless window. As you can see every DXGI iteration added more control to the swap-chain. With DXGI 1.3 and DXGI 1.4 you can obtain similar result then OpenGL triple buffering but with finer control compared to the traditional solution. Unfortunately Windows 7 was never kernel updated, so those solutions are not possible under Windows 7. However, a lot of AAA games use quite always some advanced frame control techniques to keep the game-play as smooth as possible with the lowest latency. Traditional triple buffering is dead and was never under Direct3D, full-stop.