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  2. Multiple buffering - Wikipedia

    en.wikipedia.org/wiki/Multiple_buffering

    The term quad buffering is the use of double buffering for each of the left and right eye images in stereoscopic implementations, thus four buffers total (if triple buffering was used then there would be six buffers). The command to swap or copy the buffer typically applies to both pairs at once, so at no time does one eye see an older image ...

  3. Microsoft Product Activation - Wikipedia

    en.wikipedia.org/wiki/Microsoft_Product_Activation

    In Windows 7 and later, significant hardware changes (e.g. motherboard) may require a re-activation. In Windows 10 and 11, a user can run the Activation Troubleshooter if the user has changed hardware on their device recently. If the hardware has changed again after activation, they must wait 30 days before running the troubleshooter again.

  4. Swap chain - Wikipedia

    en.wikipedia.org/wiki/Swap_chain

    Direct3D does not implement a most-recent buffer swapping strategy, and Microsoft's documentation calls a Direct3D swap chain of three buffers "triple buffering". Triple Buffering as described above is superior for interactive purposes such as gaming, but Direct3D swap chains of more than three buffers can be better for tasks such as presenting ...

  5. System Locked Pre-installation - Wikipedia

    en.wikipedia.org/wiki/System_Locked_Pre-installation

    System Locked Pre-installation (SLP), also referred to as OEM Activation, is a product activation procedure for Microsoft Windows used by major OEMs of laptops and pre-built PCs wherein a Windows product key is added and locked to the machine's firmware before mass distribution. SLP product keys cannot be moved to other machines.

  6. Product activation - Wikipedia

    en.wikipedia.org/wiki/Product_activation

    Product activation is a license validation procedure required by some proprietary software programs. Product activation prevents unlimited free use of copied or replicated software. Unactivated software refuses to fully function until it determines whether it is authorized to fully function. Activation allows the software to stop blocking its use.

  7. Scalable Link Interface - Wikipedia

    en.wikipedia.org/wiki/Scalable_Link_Interface

    Vsync + Triple buffering is not supported in some cases in SLI AFR mode. Users having a Hybrid SLI setup must manually change modes between HybridPower and GeForce Boost, while automatically changing mode will not be available until future updates become available. Hybrid SLI supports only single link DVI at 1920×1200 screen resolution. [30]

  8. Screen tearing - Wikipedia

    en.wikipedia.org/wiki/Screen_tearing

    The most common solution is to use multiple buffering. Most systems use multiple buffering and some means of synchronization of display and video memory refresh cycles. [3] Option "TearFree" "boolean": disable or enable TearFree updates. This option forces X to perform all rendering to a back buffer before updating the actual display.

  9. Extended Display Identification Data - Wikipedia

    en.wikipedia.org/wiki/Extended_display...

    1 = with serrations (H-sync during V-sync). Bit 1: Sync on red and blue lines additionally to green 0 = sync on green signal only; 1 = sync on all three (RGB) video signals. Bits 4–3 = 10 Digital sync., composite (on HSync). If set, the following bit definitions apply: Bit 2: Serration. 0 = without serration; 1 = with serration (H-sync during ...

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