Is there any particular reason DirectX doesn't implement correct triple buffering?
It would solve screen tearing issue without introducing any additional latency (compared to double buffering) and without dropping FPS like V-Sync with double buffering does.
The implementation I am talking about (page flipping method) is described here: http://www.anandtech.com/show/2794/4
Microsoft doesn't implement triple buffering in DirectX, they implement render ahead (from 0 to 8 frames with 3 being the default)...(aka a flip queue)
It would be a cheaper solution compared to Nvidia G-Sync. (G-Sync reduces lag even further compared to double buffering, but it requires monitor upgrade.)
So the question is why didn't MS implement this in DirectX as it seems that it would be a really simple thing to do, or am I missing something?