- Joined
- May 3, 2014
- Messages
- 965 (0.26/day)
System Name | Sham Pc |
---|---|
Processor | i5-2500k @ 4.33 |
Motherboard | INTEL DZ77SL 50K |
Cooling | 2 bay res. "2L of fluid in loop" 1x480 2x360 |
Memory | 16gb 4x4 kingstone 1600 hyper x fury black |
Video Card(s) | hfa2 gtx 780 @ 1306/1768 (xspc bloc) |
Storage | 1tb wd red 120gb kingston on the way os, 1.5Tb wd black, 3tb random WD rebrand |
Display(s) | cibox something or other 23" 1080p " 23 inch downstairs. 52 inch plasma downstairs 15" tft kitchen |
Case | 900D |
Audio Device(s) | on board |
Power Supply | xion gaming seriese 1000W (non modular) 80+ bronze |
Software | windows 10 pro x64 |
You're forcing your GPU to maintain 60fps, and to render 3x that. (Or so you say)
Having your CPU/GPU at 99% constantly in a game is not good for the health of the hardware.
no your missing the point of tripple buffering entierly..
your graphics card with no vsynk will send its renderd frames to the monitor when it renders them.. lets for arguments sake say your card is able to render a constant 180fps and your monitor is 60fps
in that instance your gpu is sending 3x more data to the monitor.
this can cause tearing because your monitor may well start to render frame 3 but as it started to do that frame 4 has been sent to it, so the top of the picture is renderd frame 3 and the bottom of it is rendered frame 4. if these 2 frames are a bit different to each other then you will see tearing, if they were almost identical then you wont see any tearing..
now what tripple buffer does is have 2 buffers and the front buffer so frame 1 goes to the monitor the card still renders the images like it did with no vsynk. but it goes to the buffer. "still no monitor refresh" the card renders another image and sends that to the buffer "still no refresh" the card renders another image and sends it to the monitor because it refreshed.. the 2 buffered images were never used but were rendered incase they needed to be..
now limited que also works very similar, but is more of a double buffer. where it saves the images that werent able to be displayed due to a refresh, and after a set time deletes them. this works almost exactly the same. but if the screen refreshes before the set ammount of time then it will display an image from the buffer. this image would be considered old as the gpu could have rendered one instead of it.
in reality though limited time que works very well.
double buffer is a bit like limited time que and tripple buffer but worse. as it only has 2 buffers then it sends image 1 to the monitor image 2 goes to the buffer and then it sits their till it can be displayed. the gpu was not able to buffer any more images and did not send out a new refreshed image and so the image from a double buffer is almost always old. but you can use double buffer with no v-sync which is kind of pointless because then you can still get tearing.
so the card isnt working any harder. its just preventing tearing with the bonus of not delaying images.
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