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  2. Multiple buffering - Wikipedia

    en.wikipedia.org/wiki/Multiple_buffering

    The term quad buffering is the use of double buffering for each of the left and right eye images in stereoscopic implementations, thus four buffers total (if triple buffering was used then there would be six buffers). The command to swap or copy the buffer typically applies to both pairs at once, so at no time does one eye see an older image ...

  3. Swap chain - Wikipedia

    en.wikipedia.org/wiki/Swap_chain

    Direct3D does not implement a most-recent buffer swapping strategy, and Microsoft's documentation calls a Direct3D swap chain of three buffers "triple buffering". Triple Buffering as described above is superior for interactive purposes such as gaming, but Direct3D swap chains of more than three buffers can be better for tasks such as presenting ...

  4. Refresh rate - Wikipedia

    en.wikipedia.org/wiki/Refresh_rate

    However, the lower refresh rate of 50 Hz introduces more flicker, so sets that use digital technology to double the refresh rate to 100 Hz are now very popular. (see Broadcast television systems ) Another difference between 50 Hz and 60 Hz standards is the way motion pictures (film sources as opposed to video camera sources) are transferred or ...

  5. Vertical synchronization - Wikipedia

    en.wikipedia.org/wiki/Vertical_synchronization

    Vertical synchronization or Vsync can refer to: Analog television#Vertical synchronization, a process in which a pulse signal separates analog video fields; Screen tearing#Vertical synchronization, a process in which digital graphics rendering syncs to match up with a display's refresh rate; Vsync (library), a software library written in C# for ...

  6. Retained mode - Wikipedia

    en.wikipedia.org/wiki/Retained_mode

    It does not preclude the use of double-buffering. [3] Immediate mode is an alternative approach. Historically, retained mode has been the dominant style in GUI libraries; [4] however, both can coexist in the same library and are not necessarily exclusionary in practice. [5]

  7. GeForce 10 series - Wikipedia

    en.wikipedia.org/wiki/GeForce_10_series

    Nvidia calls this "Fast Sync". This has the GPU maintain three frame buffers per monitor. This results in the GPU continuously rendering frames, and the most recently completely rendered frame is sent to a monitor each time it needs one. This removes the initial delay that double buffering with vsync causes and disallows tearing. The costs are ...

  8. Jake Paul vs. Mike Tyson Fight: Netflix Draws Criticism for ...

    www.aol.com/jake-paul-vs-mike-tyson-042112308.html

    While X was filled with fans eager to watch the start of Jake Paul vs. Mike Tyson on Netflix, many were complaining about buffering and image issues during earlier fights, causing disappointment ...

  9. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    Triple buffering Improvement of double buffering for extra performance by adding another back buffer. Tristrip A common rendering primitive defining a sequence of adjacent triangle primitives, where each triangle re-uses 2 vertices from the previous one. Trivial accept