Jump to content
  • Advertisement
Sign in to follow this  
howie_007

triple buffering and VSync question

This topic is 2542 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Is setting up triple buffering as simple as setting "BackBufferCount" to 2 and "PresentationInterval" to D3DPRESENT_INTERVAL_ONE?

Share this post


Link to post
Share on other sites
Advertisement
Basically, yes.

You don't have to have PresentationInterval set to one, you can have triple buffering with or without VSync.

In addition, you cannot use the Copy SwapEffect unless you have one back buffer.

Share this post


Link to post
Share on other sites
So with triple buffering enabled (and VSync disabled), a new front buffer flip will only happen when vertical retrace is ready? That's what I always thought but in the game "Hard Reset", enabling triple buffering does not disable the VSync option. In doing further research it sounded like people who turn on triple buffering also enable VSync.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!