Saturday, 30 June 2012

Does hard reset game have Triple Buffering

Does hard reset game have Triple Buffering
Hi everyone, I am totally new for this game and I don’t know anything about this game. I saw some video of this game and I am in love with this game. But still I would like to know something about this game. So my question is does this game having the Triple Buffering. Actually which video I watch I think it’s the demo of this game so it does not contain this. So I want to know that does full version of this game have this or not? Actually as per my knowledge I think triple buffering is more important at what time you are keeping vsync enabled. If you know about it then please post here and clear my doubt. All replies are greatly appreciated.

#2
14-09-2011
Cain
Member

Join Date: Jun 2011
Posts: 557
Re: Does hard reset game have Triple Buffering
I am not much aware with it but as per my knowledge you are able to enable triple buffering by using your control panel of graphic card. Still if you want to know more about it then go through the review of this game. That will clear your doubt more appropriately.

#3
14-09-2011
JErastus
Member

Join Date: Jun 2011
Posts: 794
Re: Does hard reset game have Triple Buffering
Of all the things to worry about, this really is not one of them. Furthermore, in VSynch, you only need double buffering. Because if the triple system can protect and get fine rates framework, the goal is lost from the third buffer anyway. With VSynch out, Triple becomes more useful. But not so much with it on. You can always use the control panel of the cards you have to buff the trigger force for all games or you can always use a tool to do it as if you have ATI RadeonPro. This factor is not alone. Much depends on the update rate vs. FPS. Both can be useful at the same time, depending on the circumstances.

#4
15-09-2011
Cain
Member

Join Date: Jun 2011
Posts: 557
Re: Does hard reset game have Triple Buffering
ATI control panel simply maintain triple buffering in support of OpenGL. I'm presently astonished it’s not within as it’s a common characteristic I’ve encounter that I for all time required to make use of with vsync.

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