Should i enable triple buffering wow




















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?

FPS trouble has gone. With double buffering and Vsync enabled , 3-D games must wait until the next vertical retrace before they can start rendering the next frame. Vertical retraces occur at the vertical refresh rate, typically in the 60— Hz range.

If supported by the graphics controller, turning off Vsync eliminates this delay and provides the highest frame rate. However, it can cause a visual artifact called tearing. With triple buffering enabled, the game renders a frame in one back buffer. While it is waiting to flip, it can start rendering in the other back buffer. The result is that the frame rate is typically higher than double buffering and Vsync enabled without any tearing.

Try it and see if it is better to your eyes. The results will vary game by game. Problems with Triple Buffering It may seem odd that if Triple Buffering resolves the problem of low framerates when VSync is enabled, it doesn't appear as a standard option in many games, or is not enabled by default.

There are three main concerns that appear to be the reason behind this: 1. If it is not properly supported by the game in question, it can cause visual glitches. Just as tearing is a visual glitch caused by information being transferred too fast in the buffers for the monitor to keep up, so too in theory, can triple buffering cause visual anomalies, due to game timing issues for example. This is particularly true for people who also want to use very high resolutions with high quality textures and additional effects like Antialiasing and Anisotropic Filtering, since this takes up even more VRAM for each frame.

Enabling Triple Buffering on a card without sufficient VRAM results in things like additional hitching slight pauses when new textures are being swapped into and out of VRAM as you move into new areas of a game. You may even get an overall performance drop due to the extra processing on the graphics card for the extra Tertiary buffer. It can introduce control lag. This manifests itself as a noticeable lag between when you issue a command to your PC and the effects of it being shown on screen.

However it appears that most recent graphics cards and most new games will not experience major problems by enabling Triple Buffering. Given the fact that it can help to both remove tearing while also preventing the significant FPS drop encountered when VSync is enabled, it is at least worth trying for yourself to see the results on your system. Mar 16, 2, 2 10, Consider turning off v-sync and using MSI afterburner instead? Oct 18, 24, 2, 96, 3, Screen tearing is virtually eliminated and no lag issues.

Are you sure FPS are at 60? You would get tearing if under Also try 59 FPS. WoW can use up to 32 cores with the process affinity mask of , though it will typically only occupy three. Still, it is good practice to dedicate it to physical cores rather than logical HT ones, and even more defined mask management is required when running FRAPS or pushing a live video stream.

Vertical synchronization and triple buffering will eliminate horizontal frame tearing at the expense of introducing greater peripheral latency due to increased frame storage time; the additional memory consumed by hosting a second back buffer is negligible. I played as Feral DPS in a HM progressive man guild during the twilight years of my game career, so reaction time was absolutely critical.

If you value your input latency as much as I did, lowering your maximum prerendered frame limit to 0 would be best. Triple buffering should be handled by the application, since it can't be forced through the API by the driver.

Exitios, that is probably the best response I have received all day covering multiple forums! Thank you! Would the increase to latency be really noticeable? Are there detrimental side effects from that combination? I wish I had some objective numbers to provide to you, but for me there was definitely an appreciable difference in my gameplay; I could immediately tell during a boss fight if I left it enabled after diagnostic testing or experimentation simply because my UI feedback was delayed beyond what I knew was normal for the encounter.

It felt like I had an additional ms added to my ping. Still, that's something you could easily test on a training dummy, I'd think. No need to go tug on the shirts of 24 of your buddies there. A prerender queue of zero means the CPU won't prepare data for any additional frames ahead of the current frame at all, which is beneficial for double-buffered VSync and no frame synchronization because there is only immediate input data available.

If we did this with VSync and TBuffering enabled, and if we still had compute time available after the first back buffer was filled, there would be nothing new available for the second back buffer. Not really, but it would be inefficient. Thank you so much Exitios, you have been unbelievably helpful. I absolutely love how your responses are so clear and explanatory! I think I only have a few more questions now.

Do video cards automatically use double buffering to begin with, making single buffering impossible to achieve? I only ask from a curiosity standpoint. What would be the difference, aside from latency, between enabling VSync and simply setting a FPS cap to your monitor's refresh rate?

Would I be correct in thinking that VSync would prevent any action with the buffered frames until after the refresh cycle has completed, while the latter option would not enforce prevention, allowing for tearing to possibly appear? Assuming you are experiencing no tearing with VSync disabled, would it be recommended to set a FPS cap? At higher FPS, the temperature of your GPU will obviously increase, but should those increased temperatures be something to worry about?

Aside from benchmarking, what would be the advantage, if any, of achieving FPS that is higher than your monitor's refresh rate? Would I be correct in assuming that the monitor wouldn't be able to display those extra frames, thus making those extra frames obsolete? And lastly, why would you quit WoW, Exitios? It's calling for you! Especially with 4.

No problem. 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.



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