I really miss this fellow when I play shitty console ports with flawed V-Sync / Triple Buffering implementations. I am going through some. Click to expand.Triple buffering in drivers is only available for OpenGL. The D3D overrider is for forcing triple buffering in all direct3D games, by making a direct call on the api itself. This in turn prevents tearing on games when synced to your monitor refresh rate, very important if you use a TFT as they use a low refresh rate, as well as prone to tearing. Tearing is a real problem in fast paced games such as Unreal Tournament, one of the reasons I have not made the jump. Oh and the fact I have one of the best CRT ever made in an IIyama 454 that does 1600X1200 @100hz. Bear in mind triple buffering does require Vram, so if your using a VRAM intensive games such as Oblivion with a 256mb card, it could impare FPS when you run out of local memory on the card. You ca counter this by using lower textures that use less memory footprint. Click to expand.I got one better. My 21' Trinitron does 1920x1200@85Hz. No need for V-synch, no tearing, no jaggies here.lol. You are spot on about the Triple buffering for D3D. Only OpenGL allows for the forcing of triple buffering. That's what the nVidia CP force triple buffering is all about. In the nVid user CP, it's only for OpenGL. That's why the D3D Triple Buffering Override is so cool. Furthermore, in SSH and SSH+ modes, Psiphon offers a split tunnel option where international traffic is tunneled through the proxy and domestic traffic is not. These settings are respected by default by all major web browsers. Phison schematic diagram example. In SSH and SSH+ modes, Psiphon automatically sets the Windows system proxy settings, so network traffic for applications that respect these settings will be tunneled through Psiphon. It does the same thing for D3D games. It works best if you have 512 MB of vid card RAM. I have used forced D3D triple buffering with 256 MB cards and it works OK. Bottom line, is that it keeps your frames from really bottoming out when V-synch is on. I got one better. My 21' Trinitron does 1920x1200@85Hz. No need for V-synch, no tearing, no jaggies here.lol. You are spot on about the Triple buffering for D3D. Only OpenGL allows for the forcing of triple buffering. That's what the nVidia CP force triple buffering is all about. In the nVid user CP, it's only for OpenGL. That's why the D3D Triple Buffering Override is so cool. It does the same thing for D3D games. It works best if you have 512 MB of vid card RAM. I have used forced D3D triple buffering with 256 MB cards and it works OK. Bottom line, is that it keeps your frames from really bottoming out when V-synch is on. Thank you for replying. Please correct me if I am wrong, but my understanding of API ( in very sinmple terms ) is the API is a means by which the application ( eg PC game) 'talks' to the operating system ( eg Windows XP ). If Microsoft make most of it's API information public, then surely any software written to operate with Windows should be trouble free? Therefore I don't follow why I need to find out which API is in use for me to use D3DOverrider?? Can I also make this clear in my mind, that once I set V-Sync in-game and enable D3DOverrider in the system tray, triple buffering will be automatically enabled without the need for me to do anything else??
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