Gsync and Triple Buffering?

mojothehut

Senior member
Feb 26, 2012
354
6
81
Hey all, I just bought a Dell S2716DG Gsynic monitor.
Now I normally have Nvidia Control Panel set to Triple Buffering On. I've heard this is useful when using vsync? But with Gsync now running, I have vsync turned off in a lot of games now. Does Triple Buffer increase or decrease performance of Gsync at all?

Side question, do I leave vsync on in control panel while using gsync or does it matter?
Ugh sorry, paranoid noob here.
 

Deders

Platinum Member
Oct 14, 2012
2,401
1
91
I believe that Triple Buffering would be wasted when using Gsync.
 

Flapdrol1337

Golden Member
May 21, 2014
1,677
93
91
Yeah, with gsync there's no reason to have triple buffering.

I don't like it normal monitors either, but that's besides the point.

I've seen a video from linustechtips where turning off vsync with gsync resulted in lower latency, so might as well turn it off, it'll start tearing over 144 fps, but how often is that going to happen? Could run fps limiters to make sure it doesn't.
 

Gryz

Golden Member
Aug 28, 2010
1,551
204
106
Something to know about Triple Buffering.

When you enable Triple Buffering in nVidia's control-panel, this applies *only* to OpenGL games. It does *NOT* apply to DirectX games. If you want Triple Buffering in DirectX games, then either:
a) the game needs to support it. in other words: the game itself must enable triple buffering. either it does that always, or it allows you to do it by toggling an in-game option.
b) there are certain 3rd-party utilities that can enable triple buffering in DirectX games. D3DOverrider is such a utility. I guess there will be more, but I don't know which ones.

World of Warcraft is an example of a game that does Triple Buffering. I always had it enabled when I play. WoW was always silky smooth for me. I suspect Triple Buffering is one reason for that.

BTW, rumor has it that on AMD cards, you can also not force Triple Buffering for DirectX via the control-panel. Only for OpenGL.
 

Deders

Platinum Member
Oct 14, 2012
2,401
1
91
Something to know about Triple Buffering.

When you enable Triple Buffering in nVidia's control-panel, this applies *only* to OpenGL games. It does *NOT* apply to DirectX games. If you want Triple Buffering in DirectX games, then either:
a) the game needs to support it. in other words: the game itself must enable triple buffering. either it does that always, or it allows you to do it by toggling an in-game option.
b) there are certain 3rd-party utilities that can enable triple buffering in DirectX games. D3DOverrider is such a utility. I guess there will be more, but I don't know which ones.

World of Warcraft is an example of a game that does Triple Buffering. I always had it enabled when I play. WoW was always silky smooth for me. I suspect Triple Buffering is one reason for that.

BTW, rumor has it that on AMD cards, you can also not force Triple Buffering for DirectX via the control-panel. Only for OpenGL.

That was ages ago, it has been effective for me with DX games since 2008.

Some DX11 games I have to go to the options, change from fullscreen to fullscreen window and back again, but after That I still get triple buffering.

I don't even have D3DOverrider installed.
 

Gryz

Golden Member
Aug 28, 2010
1,551
204
106
That was ages ago, it has been effective for me with DX games since 2008.
Do you have any source (= url) for that ?
Preferably from someone from nVidia ?

I'd be happy to believe you. But over the last few years, I've always read that Triple Buffering in DirectX is not controlled by the control-panel. Last time I heard that was less than a year ago, on the forum with the developers of ReShade/SweetFX.

If the behaviour had been changed in 2008, I would expect to have heard the good news ages ago.
 

Deders

Platinum Member
Oct 14, 2012
2,401
1
91
It may have been because I was running an SLI rig at the time. I was able to use Vsync and TB from the control panel and it had the desired effect in DX games. I do seem to remember having to start using D3DOverrider when I went with a single card.

The full screen - full screen window - full screen method works for me today. Not sure if that is because or despite having TB enabled in the Nvcpl.
 

Mike Davo

Junior Member
Aug 16, 2016
1
0
1
Hi, I was woundering this my self as I have gsync and was still getting what looks like micro stutter in battlefield4 if I have prerendered frames set to 1 in nvcp. I enabled triple buffering in the user.cfg (not in nvcp) just to see if it helped the stutters which it does as a matter of fact, but was supprized to find enabling triplebuffering also gave me between 3-6 fps with no advers affects to input lag which pre rendered frames 1 aims to eliminate. I must admit that at least for bf4, settings for improving quality and performance together will involve making changes to nvidia control panel settings together with user.cfg settings as for instance, enabling tripple buffering in nvcp has a slightly different effect to enabling it in the user.cfg, render ahead 2 in the bf4 user.cfg feels laggy compared to setting pre rendered frames to 1 in nvcp and yes I know they are mean't to do the same things but they feel very different. I have tested and retested and tested again to make sure it wasn't just my imagination and I asure you its not in my head.
 
Last edited:

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
If you are using G-sync, triple buffering should have no effect unless you hit your refresh rate with V-sync also on. Of course the option to turn on triple buffering in the control panel is for OpenGL anyway. If you do use V-sync, you should create a FPS limiter a little below your refresh rate, which should prevent triple buffering from causing latency. I've also noticed that SLI and CF effectively create triple buffering, as each card has its own buffer in addition to the front buffer.
 
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