| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 1 year |
| seen | May 20 at 8:31 | |
| stats | profile views | 19 |
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May 18 |
awarded | Yearling |
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Apr 28 |
awarded | Popular Question |
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Mar 30 |
accepted | Resynchronize game state on reconnect |
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Mar 30 |
asked | Resynchronize game state on reconnect |
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Nov 26 |
awarded | Notable Question |
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Sep 28 |
awarded | Popular Question |
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Aug 6 |
awarded | Tumbleweed |
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Jul 30 |
asked | XAudio2 SetFrequencyRatio() doesn't seem to work |
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Jul 20 |
accepted | Multithreaded game fails on SwapBuffers in render thread at exit |
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Jul 20 |
asked | Multithreaded game fails on SwapBuffers in render thread at exit |
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Jul 10 |
asked | Updating scene graph in multithreaded game |
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Jul 6 |
comment |
Triple buffering causes input lag? So with Triple buffering where does the jitter come from then? |
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Jul 6 |
comment |
Triple buffering and jittering @PatrickHughes: Your explanation of why there is jerking doesn't make sense. |
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Jul 6 |
comment |
Triple buffering causes input lag? What about this tweet by John Carmack: "Triple buffering adds latency and jitter; it should be avoided. The Answer is non-isochronous display updates." twitter.com/ID_AA_Carmack/status/190111153509249025 |
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Jul 5 |
comment |
Triple buffering and jittering When John Carmack refers to triple buffering does that mean when all three buffers have images in them the earliest backbuffer is replaced with the new image or does that mean that mean rendering of the new image is blocked until one of the backbuffers is available? |
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Jul 5 |
asked | Triple buffering and jittering |
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Jul 4 |
accepted | Game thread, render thread, animation/inverse kinematics, and synchronization |
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Jul 4 |
accepted | Synchronization between game logic thread and rendering thread |
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Jul 4 |
accepted | Causes of screen tearing and vsync |
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Jul 4 |
accepted | What is the benefit of triple buffering? |