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Old August 21st 04, 06:21 PM
deimos
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David J. Antoine wrote:

Folk,

I tried that product. It didn't work for me. For what it is worth,
it put the registry setting in and set it to 1. However, it didn't take
effect in any OpenGL game (Quake III, UT OGL, and UT2K4 OGL were my test
games). It was easy to tell that it didn't work because I have a high
Hz of 120. Seeing the frame rate drop to 60 and turning off vsync to
see it shoot back up to 100 or so was a dead giveaway. Thanks for your
help.

Peace & God Bless,

David J. Antoine
John 14:27 & Numbers 6:24

Folk wrote:

On Sat, 21 Aug 2004 06:34:44 GMT, "David J. Antoine"
wrote:


I was wondering if nVidia supported triple buffering in OpenGL
especially with the 6800 series. I had previously purchased a 6800
GT that I had enjoyed, but I could not get this feature to work. My
card before the 6800 purchase was an ATi Radeon 9800XT. I had
tried various tweakers to insert the setting in the registry
(OGL_EnableTripleBuffer). However, I could tell that double
buffering was on in my OpenGL games. I actually returned the card
because of this in spite of the fact it rocked at everything else.
Does anyone know if nVidia will support this feature in future
drivers? Thank you for your time.




This product: http://www.nvhardpage.com/
supposedly enables triple buffering in OGL, but I haven't tested it.


I was tearing my hair out about a week ago searching for this same
thinkg, Triple Buffering. Apparently, it can only be forced by an
application in Direct3D, and that's if the game is specifically written
to use it.

Additionally, the ARB does't have a triple buffering specification, so
it's not required for any OpenGL standard. Up until now, it's all been
the vendor's implementation of it. And because Direct3D doesn't
explicitly call for it in the standard, it's game developer optional.

From searching, I found that it was removed from the drivers itself
long ago (maybe pre 50.xx like 44.03?) and no one has ever got a
response back from developer lists. Even game developers have commented
on how hard it is to get information from the graphics chip designers.

I remember using triple buffering on my GF3 in Day of Defeat all the
time. Using Quincunx and Triplebuffering made a very smooth experience.