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Go Back   HardwareHeaven.com > Forums > Graphics Cards > AMD Radeon Drivers > Windows XP Radeon Display Drivers


Windows XP Radeon Display Drivers The official Omegadrive support forum. Also discuss ATI's Catalyst Control Center and windows drivers here.

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Old Dec 4, 2004, 05:53 AM   #1
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DirectX and Triple Buffering Clarification Needed

What's the deal with D3D and Triple Buffering? Does an engine have to support it (which I'm thinking is true). I'm asking because OpenGL games can have Triple Buffering forced upon them by use of the CCC or CP, which I absolutely love.

If this is a feature which must be enabled in the engine, then every engine (including the Source engine) which do not support Triple Buffering is frowned upon by me. I mean, how can somebody allow VSYNC and not allow triple buffering?!
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Old Dec 4, 2004, 06:06 AM   #2
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Yeah it utterly confuses me. This is one of those topics that always seems to be ignored until its forgotten again.

I've emailed Valve about it, asked an Admin for www.halflife2.net (at the time they were frequently exchanging emails) to email Valve about it...nothing.
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Old Dec 4, 2004, 06:48 AM   #3
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In Direct3D, the game itself has to support triple buffering. This is usually done through a configuration or ini setting. I believe Valve is planning to include it in the Source engine, but I think they wanted to fix the stuttering issue and other issues first. I remember seeing a post from one of the valve developers about addiing it in. If I can find it, I'll edit this post with a link.
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Old Dec 4, 2004, 04:38 PM Threadstarter Thread Starter   #4
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Quote:
Originally Posted by SmuvMoney
In Direct3D, the game itself has to support triple buffering. This is usually done through a configuration or ini setting. I believe Valve is planning to include it in the Source engine, but I think they wanted to fix the stuttering issue and other issues first. I remember seeing a post from one of the valve developers about addiing it in. If I can find it, I'll edit this post with a link.
2 years of development yields an engine of above par graphics, stutters, and lack of triple buffering. Great I am beginning to see why people dislike Valve.
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Old Dec 4, 2004, 04:48 PM   #5
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Well I don't mind the stuttering, for me its just a few ticks after a level-load

What I do mind is once you know your way around, i.e. playing a second time, the amount and waits for the endless level-loads are starting to be very annoying indeed 4 steps and its loading again. make me wonder if the source engine is maybe the original HL1/Quake engine..
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Old Dec 4, 2004, 05:28 PM Threadstarter Thread Starter   #6
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Quote:
Originally Posted by HawK
Well I don't mind the stuttering, for me its just a few ticks after a level-load

What I do mind is once you know your way around, i.e. playing a second time, the amount and waits for the endless level-loads are starting to be very annoying indeed 4 steps and its loading again. make me wonder if the source engine is maybe the original HL1/Quake engine..
I believe that's just poor game design and maybe even poor engine design. I'm just appreciating the other two engines more now, Crytek's and Doom 3's. They spent way too much time on playing with boxes and barrels in my opinion.
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Old Dec 4, 2004, 09:20 PM   #7
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I'm with you on triple buffering support No_Style. I don't understand why most games will provide a toggle for V-Sync then be murky about triple buffering. V-Sync is unusable without triple buffering, the two technologies should be synonymous. I do not see what is so hard about that.

Here is the still unconsummated assurance from Valve's Gary McTaggart regarding triple buffering support in Half-Life 2.


Quote:
Originally Posted by SmuvMoney
In Direct3D, the game itself has to support triple buffering.
I've heard this before, but have never heard why.
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Last edited by Gnerma; Dec 5, 2004 at 05:19 AM.
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Old Dec 5, 2004, 05:33 AM Threadstarter Thread Starter   #8
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Thanks for the post Gnerma, I have no idea why they "overlooked" this feature. Yes, the two options should be enabled together.
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