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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 ...
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 ...
This is where double buffering and triple buffering come into play. Display output is delayed by one or more frames. Display output is delayed by one or more frames. Thus the graphics subsystem can draw one or more frames in advance, so if extra time is needed to draw the frame it is still ready when it should be displayed.
Nvidia calls this "Fast Sync". This has the GPU maintain three frame buffers per monitor. This results in the GPU continuously rendering frames, and the most recently completely rendered frame is sent to a monitor each time it needs one. This removes the initial delay that double buffering with vsync causes and disallows tearing. The costs are ...
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The producer price index released a day earlier on January 14 reported a modest 0.3% increase in wholesale prices in December, rising 3.3% year over year, up from 3% in November.
The Biden Administration’s move on Jan. 13 to curb exports on the advanced computer chips used to power artificial intelligence (AI) arrived in the wake of two major events over the Christmas ...
A superset of the VBE 2.0 standard. This standard adds refresh rate control, facilities for stereo glasses, improved multi-buffering and other functions to the VBE 2.0 standard. Triple buffering Allows high speed applications to perform multi-buffering with less screen flickering and without having to wait for the graphics controller.