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Hello friend! Have you heard the good news about
(06-27-2009, 01:15 AM)
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Triple buffering: "Why we love it"
#1
For whatever reason most gamers seem oblivious to the inherent benefits of triple buffering in games. It gives you the performance of standard double buffering but without the ugly (in my eyes game breaking) tearing that comes with it. Anandtech have just put up an article that explains the process and why you should all be such a fan of it, and have it enabled in most every PC game, to paraphrase them:
Originally Posted by Anandtech:
For anyone that doesn't like tearing, it will essentially give a significant framerate boost in every game you enable it in, for all practical purposes its a free GPU upgrade. If you're at all interested in the way that games render, want to know why triple buffering rocks or are sceptical of the benefits then I highly recommend you read the article: http://www.anandtech.com/video/showdoc.aspx?i=3591&p=1 -------------------------------------------------------------------------------------------------------- Forcing Triple buffering in D3D games. Now, the article has one glaring omission, and that's advice as to how to enable triple buffering in games that don't use OpenGL (an increasingly tiny minority these days) or explicitly include an option to enable it ingame. See, although your Nvidia and ATI control panel include to enable triple buffering in games, this setting only applies to OpenGL games, even though this may not be particularly clear. This is where D3DOverrider comes in, as it allows you to force vsync and triple buffering in any game that uses Direct3D, which is the vast majority of games on the market today. It uses close to zero resources, is easy to use with both global and per application profiles available and I consider it to be one of the most essential programs for any self respecting PC gamer. The program is installed in a package along with Rivatuner, which is another essential program for PC hardware enthusiasts as it allows you to do all manner of tweaking, OCing and monitoring and is useful for all manner of tasks. Download it here: http://www.guru3d.com/index.php?page=rivatuner Now, since D3DOverrider is a separate program you will need to launch it separately, on first launch, simply set: "Start with Windows" to on "Detection level" to medium "Force Triple Buffering" to on "Force Vsync" to on I recommend that you do not force Vsync through your drivers in addition and just leave the setting to the default "application controlled." Now when you launch a D3D game you should here a standard Windows success "beep" to indicate that triple buffering has been forced. Now, if for whatever reason this causes problems with a particular program, simply click the "Add profile" cross in D3DOverrider, navigate to the relevant game executable, and create a new profile with it, where nothing is forced on. You can now enjoy all your games with a perfect tear free image but without the undesirable framerate and input latency hit that comes with vsync. Enjoy! :D -------------------------------------------------------------------------------------------------------- For reference here's some example images from the article that help illustrate what is happening with the three different rendering techniques. Standard double buffering: [IMG]http://i41.************/15intg.png[/IMG] Double buffer Vsync: [IMG]http://i40.************/2ef81v5.png[/IMG] Triple buffering: [IMG]http://i39.************/5btlde.png[/IMG] Note: If you are a dual GPU SLI/Crossfire user you will not be able to use tripple buffering. Sorry, folks.
Last edited by brain_stew; 06-27-2009 at 01:46 AM.
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(06-27-2009, 01:32 AM)
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#7
brain_stew cured my cancer with this information!
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Hello friend! Have you heard the good news about
(06-27-2009, 01:35 AM)
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#10
Originally Posted by Sinatar:
This is the reason why its not widespread on the console side, any spare chunk of memory is precious when you're in a RAM starved environment like that. However, the hit is in the single digits at 720p, and personally I feel that is more than worth the tradeoff. RE5 is one example of a PS3 game confirmed to be using triple buffering and it has some very high resolution textures. Its also believed this is what Naughty Dog is doing with Uncharted 2, and that game has the best textures on consoles, so if this is indeed the case it proves that enabling triple buffering on consoles doesn't have to mean compromising your texture budget to any noticeable degree. I hate, hate, hate tearing, so I would like to hope more console developers (at least on the PS3 side where implementation is straight forward) give it a go.
Last edited by brain_stew; 06-27-2009 at 01:39 AM.
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Hello friend! Have you heard the good news about
(06-27-2009, 01:41 AM)
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#16
Originally Posted by beermonkey@tehbias:
Originally Posted by Nif:
Originally Posted by Nikorasu:
Last edited by brain_stew; 06-27-2009 at 01:45 AM.
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Hello friend! Have you heard the good news about
(06-27-2009, 01:49 AM)
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#19
Originally Posted by BlackNMild2k1:
The only video player that I know of that has excellent Direct3D support to remove tearing is MPC:HC: http://mpc-hc.sourceforge.net/ Not only that but it will use your GPU to decode a host of codecs leaving your CPU idle. Its the best media player on the market as far as I'm concerned. Instructions on enabling GPU decoding and the Direct3D mode to remove tearing are featured on the site are pretty easy to follow.
Originally Posted by bee:
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Member
(06-27-2009, 02:14 AM)
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#21
Quote:
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Hello friend! Have you heard the good news about
(06-27-2009, 02:44 AM)
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#23
Originally Posted by loganclaws:
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There are millions of whiny 5-year olds on Earth, and I AM THEIR KING.
(06-27-2009, 02:55 AM)
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#25
I was aware that triple buffer was superior, however, can you enable it in all games?
Originally Posted by LiquidMetal14:
Originally Posted by Nikorasu:
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Member
(06-27-2009, 05:11 AM)
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#28
Enabling Triple Buffering in ZSnes caused so much input lag I couldn't tolerate it.
Sorry but anything that buffers frames before displaying them gets a massive thumbs down from me. Most people here couldn't tell about the input lag in most next-gen games (PDZ, Killzone 2, etc.) or even on their shitty LCD TVs, so I'm not expecting almost anyone to sympathize with me, but it seriously annoys me to no fucking end. I can't even stand playing SNES games on the Virtual Console on my friend's LCD TV, even with Game mode on. The input lag is just so bad compared to a good old CRT. So yeah, fuck off with your triple buffering. The faster drawn frames get displayed, the better. Prime example: Super Mario Galaxy. No buffering, no tearing, 60fps, no input lag. Developers should strive to reach a perfect 60fps instead of implementing shitty buffering techniques to make up for their fucking incompetence.
Last edited by AtomicShroom; 06-27-2009 at 05:15 AM.
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Member
(06-27-2009, 05:24 AM)
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#30
Originally Posted by AtomicShroom:
Damn son, ain't that a little harsh? He isn't forcing it down anyone's throat. |
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Member
(06-27-2009, 05:25 AM)
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#31
Originally Posted by Fox the Sly:
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Member
(06-27-2009, 05:28 AM)
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#33
Originally Posted by AtomicShroom:
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Little Big NeoContra
(06-27-2009, 05:34 AM)
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#34
Originally Posted by brain_stew:
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Member
(06-27-2009, 05:50 AM)
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#35
I just installed this. Huge difference in some games OMG. And I didn't notice a huge input hit either. Tested with HL2 and Bioshock.
That said, I did notice my GPU fan working a lot harder when the framerate improvement was most significant. I suppose that's normal? I'm have a 9800 GTX+ (1GB) and I'm running at some ridiculously high resolutions. |
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Member
(06-27-2009, 06:04 AM)
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#36
Gonna try this when I get the chance. I've tried V-Sync (without triple buffering since D3D doesn't support, as explained), and it adds a good bit of input lag, which for someone like me is unacceptable. Despite that it makes things milky smooth. Somewhat negated (the input lag) by reducing the frames drawn ahead or whatnot in the driver. nVidia default is 3, so I set to 1. Mouse feels snappier but still slightly behind (syrupy feel).
Now if the D3D Override with vsync+triple buffer eliminates the input lag, or reduces it further, I may switch to that. :) 120hz LCDs are on the way too... |
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Member
(06-27-2009, 06:07 AM)
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#37
Originally Posted by Sinatar:
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Will use d3doverrider to force triple buffering instead of complaining about mouse lag in every PC game thread ever
(06-27-2009, 06:12 AM)
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#38
Their "lack of input lag" line is BS. There is definite input lag with triple buffering. Imperceptible to most users maybe, but I can easily feel it.
I'll enable it in single player games when I want to avoid tearing and get the best quality possible. I'll disable it when I want the quickest response in my multiplayer shooters. edit: you'd think it's possible that I've been running double buffering + vsync all this time...but my framerate clearly can fluctuate in between 30-60fps, so triple buffering must be enabled. I cannot turn it off either...turning it to off does nothing. brain_stew has reported that the NVidia setting only effects OpenGL games. |
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Will use d3doverrider to force triple buffering instead of complaining about mouse lag in every PC game thread ever
(06-27-2009, 06:21 AM)
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#40
Originally Posted by epmode:
edit: know what's weird? World of Warcraft feels completely identical, whether triple buffering is enabled or disabled in game. My framerate can still go from 30-60. Anyways, the weird thing is, it has a graphical option called "reduce input lag", and it completely eliminates input lag, even with v-sync. Why don't other games have this option!? What the hell does it do?
Last edited by TheExodu5; 06-27-2009 at 06:24 AM.
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Member
(06-27-2009, 06:23 AM)
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#41
Originally Posted by TheExodu5:
only game that has really benifited from forced triple buffering for me with was Dreamfall; which tore like crazy and chugged with vsync on. there is a definate mouse lag with vsync/triple buffering in certain games. what all games need is an fps cap, because tearing at 60 fps and below isn't very noticable. the one game i've been struggling with lately is the Duke Nukem 3D High Resolution mod. horrible mouse lag with vsync/triple buffering, but horrible tearing without it. oh well |
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Member
(06-27-2009, 06:31 AM)
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#42
It's weird how vsync really varies from game to game for me. I always enable it in SP, sometimes MP too in certain titles. Some games like Crysis, Quake wars or FEAR1/2 I can have vsync on in all those games and the input lag is more or less negligible, even when getting solid 60fps, but others like...well, pretty much any source engine game, the added lag makes it far more difficult on the MP side.
I can't use triple buffering due to my dual gpu setup, but my machine is fast enough that I'm getting a pretty solid 60fps on everything with regular vsync anyway. With the odd multiplayer exception, I'll take a smooth and solid image over ultra responsive controls any day. |
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Member
(06-27-2009, 07:11 AM)
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#44
Originally Posted by AtomicShroom:
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Hello friend! Have you heard the good news about
(06-27-2009, 07:11 AM)
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#45
Originally Posted by AtomicShroom:
This isn't about 2D games, and its less about console games. As far as I'm concerned any game with any significant amount of tearing is borderline unplayable and broken, so you're left with two options, double buffer v-sync or triple buffer v-sync. One suffers from a significantly larger amount of lag and performance degradation, whilst the latter does neither to any real degree at the small cost of about 15-25MB of video RAM at PC resolutions. If you're dealing with closed hardware and can make absolutely sure that your engine will run at 60fps all the time, then fine, no need to deal with this, but I honestly can't remember the last modern 3D game I played that had a 100% locked 60fps framerate. In those situations tripple buffer v-sync is in my (and Anandtech's) opinion, the superior option. A tear fest is never a solution, what good is extra visual data if its broken and glitchy? For whatever reason most PC gamers aren't aware of the benefits of triple buffering and even less know how to force it in all games, so yes, just like Anadtech, I feel its something gamer's should be educated on because it can have very large real world benefits. If input lag is a problem for you and you don't mind tearing, then go ahead stick with standard double buffering, northing's stopping you but at least now you have the information to make an informed choice. Oh, and fwiw, the maximum of a dozen or so ms of input lag that can be introduced through vertical sync (in any of its forms) is not responsible for the 100ms+ inherent in many modern console games, there's other things at play here, and triple buffering is not what's to blame.
Originally Posted by diddlyD:
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Little Big NeoContra
(06-27-2009, 07:16 AM)
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#46
Testing it out with a game (Supreme Commander demo) and it did that little Windows jingle thing prior to starting it up indicating that D3DOverrider was working, but I'm getting no such indication when starting up Crysis from steam. Is it because it is openGL?
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Hello friend! Have you heard the good news about
(06-27-2009, 07:20 AM)
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#48
Originally Posted by TheExodu5:
You may be associating the lag with triple buffering when infact its the lag from standard double buffer v-sync you're experiencing. Triple buffering will reduce lag compared to the normal v-sync setting (to a level very similar to normal non v-sync double buffering).
Originally Posted by maus:
Indeed it does, but I'm telling him to not enable it twice. If you're forcing it globally through D3DOverrider you do not want to force it ingame as well to avoid any potential incompatability problems. Force both v-sync and triple buffering from the same place (i.e. D3DOverrider is what I'm saying to do). It'd probably work just fine, but its simpler just to use one setting to control it, to avoid any potential conflicts.
Last edited by brain_stew; 06-27-2009 at 07:23 AM.
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Little Big NeoContra
(06-27-2009, 07:26 AM)
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#50
Originally Posted by brain_stew:
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