2
votes
2answers
1k views

Does DirectX implement Triple Buffering?

As AnandTech put it best in this 2009 article: In render ahead, frames cannot be dropped. This means that when the queue is full, what is displayed can have a lot more lag. Microsoft doesn't ...
1
vote
0answers
268 views

GetRasterStatus usage in direct3d [closed]

I am interested if anyone has had used GetrasterStatus in direct3d application to control application vsync behaviour in high precision timing? What set of techniques are to be implemented to do the ...
3
votes
3answers
3k views

Non blocking Vsync in direct3d

I have direct3d application with a direct3d PRESENTATION_INTERVAL_ONE implementation. Pitty, its blocking and eating my CPU waiting for a Present. I ended up searching for Raster scan solutions, ...
0
votes
2answers
1k views

Fullscreen + Vsync = Stuttering

In my research for a stuttering problem in my game engine, I think, I have found the problem, but don't have any idea why this is happening, that's why I ask you if you have an idea ! The situation : ...