Tripple Buffering...
Does anyone know what Triple Buffering really is and how to implent it in directX?
Whenever I search for it, it just tells me ways to uturn it on in real games. I don't think I've ever seen an article about "how to prefrom Triple Buffering"
One more thing, I know it eliminates tearing and flickering, but I also heard it can speed up frame rate (which I doubt is true). Can anyone clarify?
http://en.wikipedia.org/wiki/Triple_buffering
As for implementation, I have no idea if DirectX natively supports triple buffering. I think double buffering is still pretty standard.
As for implementation, I have no idea if DirectX natively supports triple buffering. I think double buffering is still pretty standard.
huh... thanx. It's driving me nuts though, because I know I've seen triple buffering as an option in some games.
You can enable triple buffering by increasing the back buffer count in the device you create. One back buffer is double buffered, two back buffers is triple buffered. Be aware this costs you additional video ram (the size of the frame buffer)
As I recall reading about it years ago:
Triple buffering is maintaining additional buffers so that you can get ahead in the display generation enough to smooth out occasions when a frame takes a bit longer than normal to create (in a fixed rate rendering cycle). You get ahead when the next frame(2) takes a bit less time to draw and start building the next frame after that one (3) a bit early -- and when it is needed it is likely to be ready even if it took a little longer. Frame (1) is the current frame that is being displayed. The current frame usually then gets delivered ontime (smoothly).
Triple buffering is maintaining additional buffers so that you can get ahead in the display generation enough to smooth out occasions when a frame takes a bit longer than normal to create (in a fixed rate rendering cycle). You get ahead when the next frame(2) takes a bit less time to draw and start building the next frame after that one (3) a bit early -- and when it is needed it is likely to be ready even if it took a little longer. Frame (1) is the current frame that is being displayed. The current frame usually then gets delivered ontime (smoothly).
well, I just switched the buffer number from 1 to 2... thats... wow.... I mean wow..... so easy... that's not like microsoft at all.
I mean come on, don't I have to crawl through the dessert on my belly or take a chainsaw to my computer a couple times to get it to work... I guess I really do just switch the number.
wow
I mean come on, don't I have to crawl through the dessert on my belly or take a chainsaw to my computer a couple times to get it to work... I guess I really do just switch the number.
wow
Quote:Original post by TheKrust
...don't I have to crawl through the dessert on my belly...
Guh, I know! And it's always jello with fruit bits, never something nice like chocolate cake. :(
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