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Turold

Tearing problem

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Newbie at large. How to solve tearing problem in DX9, without slowing down main game loop to vsync speed? I thought about using separate thread for presentation, but I have zero experience with multithreaded coding and I'm not sure how to proceed.

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If you're asking how to decouple your game's timestep from the graphics framerate, an approach such as this should work:

http://gafferongames.wordpress.com/game-physics/fix-your-timestep/

If you're asking how to solve tearing without it having such a large affect on the framerate, then I think triple buffering plus vsync is what you're after:
http://www.tweakguides.com/Graphics_10.html
(The end of the article mentions some ways that you might be able to get triple buffering working in Direct3D.)

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