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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 ...
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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 ...
A matched pair of memory modules may usually be placed in the first bank of each channel, and a different-capacity pair of modules in the second bank. [7] Modules rated at different speeds can be run in dual-channel mode, although the motherboard will then run all memory modules at the speed of the slowest module.
Registered (Buffered) DIMM (R-DIMM or RDIMM) modules insert a buffer between the pins of the command and address buses on the DIMM and the memory chips. A high-capacity DIMM might have numerous memory chips, each of which must receive the memory address, and their combined input capacitance limits the speed at which the memory bus can operate.
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.
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]
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.