Glad to be of help. Yes, double buffering is the standard, and for good reasons. Double buffering creates two workspaces inside of VRAM; one is the front display buffer, which holds the image being displayed on the monitor; the other is the back buffer, which the GPU writes to in order to create the next frame to be displayed which is flipped into the front buffer when finished.
When VSync is enabled, the back buffer is only flipped when the frame is complete and the display is about to refresh, so only whole frames are displayed.
The nature behind this is a little difficult to explain in text, but you probably get the gist of it. TBuffering comes in to try and save the day in this situation by providing the GPU a second back buffer a third buffer, hence the name to draw into in the event that the first back buffer fills while time remains before the next display refresh, avoiding the output stepping described above but at the cost of higher peripheral latency.
This is only useful when VSync is in use, since without syncing frame output to the display the GPU can flip the back buffer to the front at any given time.
This means the back buffer is always free to be drawn into, but does not guarantee that page flips won't occur in the middle of the display drawing i. Yes, you would be absolutely correct in thinking that! Several reasons, really. I only played pure melee, and never was one for alts, so I had only played my cat from mid-Ulduar through Firelands.
Feral DPS had some large quality of life issues that never went addressed properly, or at all, but more importantly, the world-class raiding guild I had left my friends on my home server for was plagued by some of the ugliest personalities I'd ever seen in people. It made raiding and simply enjoying the game very difficult, on top of the fact that my raid slot as an under-performing DPS spec required me to look at the game more as an enormous math equation instead of something to enjoy.
Eventually, some long-overdue action from the officers prompted said plagues to take a sizable chunk of our roster to another realm, bringing about the death of the guild. Plus, Mists of Pandaria and all of the changes it promises to bring completely dried up any remaining enthusiasm I ever had for the game. That clarifies a lot. It sounds to me that if input latency is not one of your worries, then you might as well enable TBuffering if you already have VSync enabled.
And I would have to wholeheartedly agree with you. After reading about what is planned for Mists of Pandaria, I definitely walked away feeling the complete opposite of what I thought I would feel. And once again, thank you so much for all of the help. You have been extremely helpful, and I now feel that I have a better understanding of some of the options. It has come to my attention that this is exactly how tearing is caused The overlapping of extra frames. Like I mentioned before, it has come to my attention that it would be best to keep your FPS near your monitor's refresh rate.
Tearing is the trade-off for more immediate input reflection. True, but read below for a counterpoint to this, as it seems I overlooked one part of your previous response that coincidentally concerns just such matters. A frame cap isn't necessarily required, particularly since WoW has a set FPS ceiling of if memory serves.
Considering the CPU-boundedness of raids and large-scale PvP environments, the operating temperature increase noticed therein will likely be marginal, if at all observable. Flying around most parts of the world, though, the vertex load - among other things - can lighten and allow the GPU to produce a higher frame rate which, left unbounded, translates to it being worked harder than if VSync were enabled.
Consequently, higher temperatures could then be expected from this condition, but given proper system maintenance it should be a non-issue. Whether or not the rendered frames make it to the screen depends on when they are flipped to the front buffer, but drawing over your refresh rate increases the chance of noticeable tearing roughly equal to by how much you've surpassed it. Think of a cap as added insurance against tearing if it helps. I was actually right in the middle of editing my post when you responded, as I ended up editing a bit more.
By golly, I think I'm getting it! Thank you so much, Exitios. You have actually answered every single one of my questions! I kind of don't even know what to do right now since I am so content with all of the answers.
Once again, thank you so much. This is, by far, the best help I have ever received. Heh, always happy to help. Glad it all made sense. Happy gaming! On another note, I'd learned to fear Heroic Beth'tilac more than Ragnaros. She's pretty much what our guild ground its collective faces upon before the collapse. Better luck to you in the future, if raiding is your thing. Nov I wasn't exactly sure where to post this, but hopefully this is the best place for it. To start things off, my system's specifications: i 6-Cores 3.
The problem is that I am experiencing some stuttering while playing. It can occur at any time and at any place. When the stuttering occurs, the animations freeze for a couple of seconds and then "fast-forwards" to catch up with real time. It is only the animations that freeze, I can continue to move my mouse and the chat log continues to operate normally During the freeze, I am able to continue chatting with other people, and warnings continue to appear in the chat log such as "NPC begins to run away.
When this stuttering occurs, I still achieve a consistent 60 FPS. In-game actions are also continuing to occur normally as evidenced by the message "NPC begins to run away. In order to try and resolve this issue, I went into the 3D settings within nVidia Control Panel and edited a couple of the settings specifically for World of Warcraft.
I noticed much smoother gameplay and the occurrence of the stuttering decreased a little bit. Unfortunately, I was still experiencing the issue albeit less frequently. My goal is to try and remove this issue for good! This, unfortunately, yielded no better results.
Not only that, but Because that's just flat-out wrong. D3DOverrider is a 3rd-party application which hasn't been updated in something like two years and is only "necessary" in specific situations like this one. Not sure where your getting your facts from but this is a gripe people have with Nivida. First, I don't understand why everyone who has a 60hz screen majority of people doesn't just leave VSync on in CP and off in-game.
Is that wrong or not preferred? Now the reason I'm here, I don't like having third-party programs downloaded for things like this because they usually just cause new problems in the future leftover files, registries, etc. What would triple buffering with D3DOverrider do for me? Did it really fix the OP's problem, or is it just because he finally found another vsync-enabling setting that does the same thing as CP?
GrumpyBlitz Afficher le profil Voir les messages. Triple buffering gives you all the benefits of double buffering with no vsync enabled in addition to all the benefits of enabling vsync. We get smooth full frames with no tearing. These frames are swapped to the front buffer only on refresh, but they have just as little input lag as double buffering with no vsync at the start of output to the monitor.
Even though "performance" doesn't always get reported right with triple buffering, the graphics hardware is working just as hard as it does with double buffering and no vsync and the end user gets all the benefit with out the potential downside.
If you have the hardware requirements to actually use triple buffering then in my opinion you should definitely use it. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. Should triple buffering always be enabled?
Ask Question. Asked 8 years, 7 months ago. Active 8 years ago. Viewed 40k times.
0コメント