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Triple buffering in Quake 2

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Jon Trickey

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Feb 28, 1998, 3:00:00 AM2/28/98
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Here's a quote from a Voodoo Review Newsflash I got today:

QUESTION: According to the latest Voodoo 2 benchmarks there is a big
speed difference between VSynch off/on in the typical games. Is the
use of
triple buffering automatic or forceable by the driver or is it not
supported by the current drivers?

ANSWER (from 3Dfx): Triple buffer is not on by default, but you can
turn it
on. It will be on by default in the next release of the miniGL driver.

If you don't like the tearing associated with no waiting for vsync,
you
can force triple buffering by setting SSTV2_ALLOC_COLOR=3. This will
force triple color buffering. This may cause problems for games which
do "dirty rectangle" updates.
Again, if you don't like the tearing associated with no waiting for
vsync, increase your vertical refresh rate. While increasing the
amount
of memory bandwidth required for screen refresh, it gives the swap
buffer command more "opportunites" to swap on vsync, since there are
more vsyncs within a second. This will also improve measured
performance.
You can use both 1 and 2 together for the best performance.


I tried this and it works Great!!!
My results at 800x600 timedemo1:
Vsync on 45.3
Vsync off 61.8
Triple Buffer Vsync On 59.4

Finnally, increadible framerates with perfect visual quality!!

Does anyone know if this works for non openGL games?

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