We often neglect to get too involved in the discussion of what options people should always enable when they play games. Rather, we tend to focus on what we test with. Honestly, our recommended settings for playing the games we test would be very similar to the settings we use to benchmark with one very important exception: we would enable triple buffering (which implies vsync) whenever possible. While it's not an available option in all games, it really needs to be, and we are here to make the case for why gamers should use triple buffering and why developers need to support it.

Most often gamers, when it comes to anything regarding vsync, swear by forcing vsync off in the driver or disabling it in the game. In fact, this is what we do when benchmarking because it allows us to see more clearly what is going on under the hood. Those who do enable vsync typically do so to avoid the visual "tearing" that can occur in some cases despite the negative side effects.

We would like to try something a little different with this article. We'll include two polls, one here and one at the end of the article. This first poll is designed to report what our readers already do with respect to vsync and double versus triple buffering.

{poll 134:300}

After reading the rest of this article, our readers are invited to answer a related poll which is designed to determine if arming gamers with the information this article provides will have any impact on what settings are used from here on out.

First up will be a conceptual review of what double buffering and vsync are, then we'll talk about what triple buffering brings to the table. For those who really want the nitty gritty (or who need more convincing) we will provide follow that up with a deeper dive into each approach complete with some nifty diagrams.

What are Double Buffering, vsync and Triple Buffering?
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  • vegemeister - Tuesday, August 6, 2013 - link

    >in fact, at higher framerates there is always a higher chance of tearing than at lower frame rates (at 300 FPS tears will happen every frame, whereas at 40 FPS, tears cannot possibly happen every frame -- the lower the frame rate, the less likely or often tearing occurs).

    With vsync off, effectively every rendered frame tears. The only time you render a frame and don't get tearing is if you get lucky and accidentally swap during vblank.
  • Schmide - Friday, June 26, 2009 - link

    Actually if you read PrinceGaz and my discussion.

    When vsinc is on, the rendering of the next frame actually starts immediately after the previous frame and would provide no delay as long as the rendering time was less than the current refresh rate.

    The only real cost is memory.
  • DerekWilson - Friday, June 26, 2009 - link

    When rendering time is more than refresh time, double buffering with vsync can incur up to almost two full frames of lag (~33ms) in addition to the frame time.

    with triple buffering, this will be reduced to at most one frame of lag (~16.7ms) but this is the worst case scenario for triple buffering. average case will absolutely be less than this. average case for double buffering without vsync will be equal to this for the first frame that started being drawn to the screen (before any tear that may or may not happen). average case for double buffering with vsync will always be higher than triple buffering.
  • SonicIce - Friday, June 26, 2009 - link

    if you think vsync with triple buffering has the same performance as double buffering then i feel sorry for you
  • PrinceGaz - Friday, June 26, 2009 - link

    Your explanation of double-buffering and enabling vertical-sync are certainly correct, but your explanation of how triple-buffering works is not how I understand it works (I've read a few articles on such things over the years, yeah... sad).

    I believe triple-buffering is as follows:

    You have three buffers: A (front-buffer), B (back-buffer), C (third-buffer or second back-buffer). In my explanation I'm going to refer to any buffer swapping as copying from one buffer to another; how it is implemented by the hardware is irrelevant.

    Your explanation is correct up until the point that all three buffers have a frame written to them, so A is currently being displayed, B has the next frame to be displayed, and C has just been filled with another frame. At that point, you say C is moved to B, and a new frame starts being rendered into C; in other words the card is constantly rendering frames to the two back-buffers as fast as possible and updating B at every opportunity. So that a recently completed frame is available in B to be moved to A at the vertical-refresh.

    The way I understand triple-buffering works is that once B and C both have frames rendered to them waiting to be displayed, the graphics-card then pauses until the vertical-refresh, at which point B is copied to A to be displayed, C is moved to B, and the card is free to start work on rendering a new frame to fill the now empty C. No frames are thrown away, and the card is not constantly churning out frames which won't be displayed.

    The whole point behind triple-buffering was to prevent framerate slowdowns caused by stalling when using double-buffering with vsync at framerates BELOW the refresh rate, NOT to minimise lag caused by vsync with double-buffering at framerates ABOVE the refresh rate (slight lag when the card was churning out frames faster than the refresh-rate was not seen as a problem with vsync, but big framerate drops like from 55fps to 30fps when it couldn't keep up were a major problem worth fixing).

    It should be noted that there is no difference between the two methods (constantly updating the back-buffers like you say, or stalling once both are filled like I've read elsewhere) at framerates below the refresh-rate as the two back-buffers are never both filled; a frame will always be moved from B to A to be displayed, before the one being drawn to C is completed (which means it can be immediately be moved to B and work continued on another one to fill C).

    The difference is when the framerate is considerably higher than the refresh-rate. In your scenario, when the refresh occurs, the last frame the card has just rendered is displayed. At 100fps, that would be a frame completed no more than 0.01 seconds ago (because thats how quickly the card is churning out frames and pushing them into buffer B), meaning there is negligible lag (between 0 and 0.010 seconds).

    In my scenario, the new frame is one which began rendering two refreshes previous (it was rendered into C very quickly two refreshes back, moved to B at the last refresh, and at this refresh is finally moved to A and displayed). The lag is therefore always exactly two frames provided the card is capable of rendering a frame faster than the refresh-rate. At 60hz refresh the lag will therefore be a constant 0.033 seconds regardless of the framerate the card is capable of (provided it can maintain at least 60fps).

    Whilst the longer lag (0.033 vs 0-0.010) would be a disadvantage in some cases (your best option there is to use double-buffering with no vsync), it is a consistent lag which in most games will feel better. It also means your graphics-card isn't constantly producing frames many of which will never be seen.

    The only problem is I don't know who is right. What I've said happens is what I've read on several other sites over quite a few years. Your article today Derek is the first time I've heard of a triple-buffering which involves the card continually updating the back-buffers.
  • Touche - Friday, June 26, 2009 - link

    I agree. Every site and topic I've read about triple buffering said that it works like you've explained. That's why most people hate it. It does resolve framerate drop issues of DB+vsync, but introduces too much lag. I would really like Anandtech to check this and get back to us.
  • DerekWilson - Saturday, June 27, 2009 - link

    The problem and discrepancy come from the fact that MS implements render ahead in DX, and because the default is 3 frames people took this to be "triple buffering", but you could do 2 frame render ahead and no one is going to call it "double buffering" ...

    It's really a render queue rather than a page flipping method.

    This article describes what, when people are talking about page flipping, "triple buffering" should refer to. This is also the way OpenGL works when triple buffering is enabled.
  • Touche - Sunday, June 28, 2009 - link

    Have you seen this?

    http://msdn.microsoft.com/en-us/library/ms796537.a...">http://msdn.microsoft.com/en-us/library/ms796537.a...
    http://msdn.microsoft.com/en-us/library/ms893104.a...">http://msdn.microsoft.com/en-us/library/ms893104.a...
  • DerekWilson - Wednesday, July 1, 2009 - link

    What they are showing is 1 frame render ahead with vsync. In MS DX terms, this is a flip chain with 2 back buffers and a present interval of one.

    This is them calling it triple if uses three total buffers. This is still a flip queue and should be referred to as such to avoid confusion.
  • DerekWilson - Saturday, June 27, 2009 - link

    Actually, I need to clarify and say that this is my understanding of the way triple buffering with OpenGL works under windows at this time.

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