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Consequences of Triple Buffering?

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I have my system (4.4GHz i5, GTX660 with 2GB) set up according to the How to Guide except I turned on triple buffering with NVidia Inspector because I happened to find it solves a minor tearing problem I had in the VC when quickly moving my view when usingTrackIR5. Prior to using triple buffering trying different usepools values didn't seem to help.

I haven't noticed any problems using triple buffering to this point, but I don't understand enough about it to really know what might be some of the uninteneded consequences of using triple buffering?

Any thoughts appreciated.

Thx,

Al

I have my system (4.4GHz i5, GTX660 with 2GB) set up according to the How to Guide except I turned on triple buffering with NVidia Inspector because I happened to find it solves a minor tearing problem I had in the VC when quickly moving my view when usingTrackIR5. Prior to using triple buffering trying different usepools values didn't seem to help.

I haven't noticed any problems using triple buffering to this point, but I don't understand enough about it to really know what might be some of the uninteneded consequences of using triple buffering?

Any thoughts appreciated.

Thx,

Al

http://hardforum.com/showthread.php?t=928593

MSFS

  • Author

Jose,

Thanks for the link.

 

With some more experimentation I have found that the minor TrackIR5 associated tearing is eliminated, even without triple buffering, by turning the AERO mode back on once FSX starts, ie, by not operating in the compatibility mode.

 

Al

Jose,

Thanks for the link.

 

With some more experimentation I have found that the minor TrackIR5 associated tearing is eliminated, even without triple buffering, by turning the AERO mode back on once FSX starts, ie, by not operating in the compatibility mode.

 

Al

There's a fix for that too:

 

http://www.flightsim.ee/freeware/fsx-scheme-fix

MSFS

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