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Triple buffering: "Why we love it"

I tried that workaround and ran a couple of tests, but it doesn't seem to be working. I'll try more games, though.
 
It works only for some games and only if the game is set to W7 compatibly mode. You'll hear the good "beep" like usual when the game starts.

However, I can't see D3DO's menu. Is the config file where you'd put extra detection rules and settings?

I would love to know if this works for someone else, because when I tried it it did not work. Not being able to use D3DOverrider is pretty much the only thing keeping me from switching to Windows 8 :P
There's a link there to this blog, which is where I got my info.
 
I'm currently having a really hard time getting vsync in Dead Space... Using an HD7870, tried every possible combination of forcing/not forcing vsync and triple buffering through D3DOverrider and Catalyst profiles. Any thoughts?

EDIT: O frabjous day! Looks like RadeonPro did the trick. Sorry for the semi-necro.
 
It seems like I'm having trouble running Max Payne 3 with FRAPS on and triple buffering forced via D3DOverrider. On startup, there is only a black screen (not even the logo splash screen appears) and when I bring up the task manager it crashes. However, when FRAPS is not running, it works. Any ideas why FRAPS conflicts with triple buffering on that particular game? I remember it was working fine a couple of months ago that I bought the game from Steam.
 
I cannot get d3doverriver to open at all. It's running in task manager but not open in the system tray :/. I closed browser and retried, still nothing. Any idea what I can do?

Edit: Changed compatibility as well, still a no go... it used to work though. Until I did a reformat of my ssd. Using Windows 7 64-bit if that helps.
 
Reposting here because I still haven't managed to find out what is causing the problem I mentioned above.

It appears that D3DOverrider only works with DX9 games and crashes on DX10/11 games. :-/
 
Sorry for double posting but I'm really racking my brain here to come up with a solution.

I reinstalled the nVidia drivers, deleted everything related to the D3Doverrider but it still won't work!

Is there any possibility that MS recently updated the DX11 through Windows Update, thus breaking the compatibility?
 
Does anyone know the difference between D3DOverrider's triple buffering and RadeonPro's triple buffering? The implementation must be different because it seems like RadeonPro's doesn't interfere with .dll injectors like D3DOverrider does.
 
I'm not sure why but Triple Buffering doesn't seem to work well in all games.

I'm trying to enforce it on Borderlands 2, and it seems extremely laggy. It also stutters alot. The FPS counter reveals 60FPS but it feels so sluggish. When disable Triple Buffering, the feel of 60FPS returns and the stuttering is gone. However, the game tears like hell.
 
No D3DOVerider for DX11 games? I know there is a DX11 version, but it seems to be crashing Arkham Origins for me. Any other alternatives to enable/force it?
 
No D3DOVerider for DX11 games? I know there is a DX11 version, but it seems to be crashing Arkham Origins for me. Any other alternatives to enable/force it?
It works fine with DX11 games, but crashes if you're running fraps or if you have SweetFX or any post AA injector installed for that game.
 
I hate computers sometimes. I was planning on replaying Dead Space.
Set up D3DOverrider and it works the first time. The second time I run the game, D3DOverrider refuses to recognize it no matter what I do.

So I go to RadeonPro, set it up, Triple Buffering works fine. But I can't disable the on screen FPS counter. So I turn it off and restart it. No FPS counter and no triple buffering.

I really hate computers sometimes. Help pls. :(
 
Not sure why triple buffering isn't a standard option in games... In AssCreed 4 the choice is to turn Vsync off, or deal with 30fps unless your machine can hit 60fps at all times (spoilers, you can't... it's an unoptimized PoS). Force triple buffering, get rid of screen tearing, get uncapped FPS. My god, this isn't anything new! Why so many games refuse it as an option and I have to use external programs to activate it I'll never know.
 
I just installed Windows 8.1 and it looks like many games are having trouble with D3DOverrider even though they were fine before the update. I've read that setting the games to Windows 7 compatibility mode but it doesn't work all the time.

Nvidia really doesn't have a way to force triple buffering in DirectX games? Adaptive vsync is a lousy solution since it introduces tearing. Help pls.
 
I just installed Windows 8.1 and it looks like many games are having trouble with D3DOverrider even though they were fine before the update. I've read that setting the games to Windows 7 compatibility mode but it doesn't work all the time.

Nvidia really doesn't have a way to force triple buffering in DirectX games? Adaptive vsync is a lousy solution since it introduces tearing. Help pls.

I've had zero issues using d3doverrider for triple buffering. Depending on the game, you might need to enable vsync either in game or through d3doverrider. I played through black flag with it on and it worked when i tried it with Asscreed Liberation HD
 
Maybe I have a lousy version of D3DOverrider? I installed RivaTuner to get it. Doesn't even work in Half-Life 2.

edit: Tried to download a standalone version. Still isn't working with Half-Life2.

edit edit: Got it to work after closing the program, deleting all files in <D3DOverrider path>\Profiles, then relaunching. Good times.
 
I tried using that link but i it just takes me to the Guru3D website. were can i actually find the download. its weird, but i googled it and there is no direct link. there is a guru3d like that takes me to Rivatuner.

edit: never mind. found it.
 
That "performance doesn't always get reported correctly" is interesting to me. Why?

Let me connect the dots. Triple buffering has the same benefits as vsync meaning it should look like vsync and behave like it. Almost all of Digital Foundry's Wiiu analysis mention "permanently engaged vsync". Shinen mentioned he uses triple buffering on the wiiU. Most wiiu multiplatform analysis show the wiiu version having odd/lower frame rates and worse frame timings. Could all these games be using triple buffering instead of vsync and be confusing DF's equipment and reporting wrong frame rates?
 
Thankfully, Middle-Earth offers a borderless windowed option right from the start. That provides triple buffering as a side effect.

Borderless window enables triple buffering? Can you please elaborate this for me?

Also, do I need to enforce v-sync in-game or via nvidia control panel to enable triple buffering?
 
Borderless window enables triple buffering? Can you please elaborate this for me?

Also, do I need to enforce v-sync in-game or via nvidia control panel to enable triple buffering?

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All you have to do is run the game in windowed mode (ideally borderless), and have Windows Aero turned on. Any other form of Vsync should be turned off.
 
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All you have to do is run the game in windowed mode (ideally borderless), and have Windows Aero turned on. Any other form of Vsync should be turned off.
I see. I'm using Windows 10 though so I'm not sure if 'Aero' is applicable...

How do I lock the FPS to 60 though?
 
I see.

How do I cap the FPS to 60 though?

The best frame rate limiter is RivaTuner Statistics Server, which comes with MSI Afterburner. I'm not sure about how Windows 10 handles desktop composition, but you should be able to tell if you have Vsync on after trying it.
 
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