When.com Web Search

Search results

  1. Results From The WOW.Com Content Network
  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. 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 ...

  4. Screen tearing - Wikipedia

    en.wikipedia.org/wiki/Screen_tearing

    The most common solution is to use multiple buffering. Most systems use multiple buffering and some means of synchronization of display and video memory refresh cycles. [3] Option "TearFree" "boolean": disable or enable TearFree updates. This option forces X to perform all rendering to a back buffer before updating the actual display.

  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. File:Comparison double triple buffering.svg - Wikipedia

    en.wikipedia.org/wiki/File:Comparison_double...

    You are free: to share – to copy, distribute and transmit the work; to remix – to adapt the work; Under the following conditions: attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made.

  7. Swap chain - Wikipedia

    en.wikipedia.org/wiki/Swap_chain

    Triple Buffering may result in a frame being discarded without being displayed if two or more newer frames are completely rendered in the time it takes for one frame to be sent to the display. By contrast, Direct3D swap chains are a strict first-in, first-out queue , so every frame that is drawn by the application will be displayed even if ...

  8. Talk:Vertical blanking interval - Wikipedia

    en.wikipedia.org/wiki/Talk:Vertical_blanking...

    Programmers of Commodore 64 computers used double buffering extensively -- and it was very easy to accomplish. Frame buffering was done in system RAM, and the video controllers could easily be set to read from a specified address. In addition, the video processor generated a vertical blanking interrupt at the beginning of vertical retrace.

  9. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    Double buffering Using a dedicated buffer for rendering and copying the result to the screen buffer when finished. This prevents stutter on the screen and the user seeing rendering in progress. Drawcall A single rendering command submitted to a rendering API, referring to a single set of render states.