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visits member for 2 years, 5 months
seen Jul 29 at 20:09

Jul
20
accepted Multithreaded game fails on SwapBuffers in render thread at exit
Jul
20
asked Multithreaded game fails on SwapBuffers in render thread at exit
Jul
10
asked Updating scene graph in multithreaded game
Jul
6
comment Triple buffering causes input lag?
So with Triple buffering where does the jitter come from then?
Jul
6
comment Triple buffering and jittering
@PatrickHughes: Your explanation of why there is jerking doesn't make sense.
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
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?
Jul
5
asked Triple buffering and jittering
Jul
4
accepted Game thread, render thread, animation/inverse kinematics, and synchronization
Jul
4
accepted Causes of screen tearing and vsync
Jul
4
accepted What is the benefit of triple buffering?
Jul
4
accepted Making a clone of Starcraft legal?
Jul
4
accepted Networking for RTS games with lockstep using UDP
Jul
4
asked Game thread, render thread, animation/inverse kinematics, and synchronization
Jul
2
awarded  Commentator
Jul
2
comment Triple buffering causes input lag?
I don't think you answered the exact hypothetical situation I proposed. And I'm also wary of the idea of "what happens if the game finishes rendering the scene to this third buffer before the vsync has been reached? Simple, the graphics card puts this one as the new one to be flipped in at vsync". That would mean that the user perceives an abrupt temporal jump since the next image has been skipped.
Jul
2
asked Triple buffering causes input lag?
Jul
2
comment Synchronization between game logic thread and rendering thread
Those links give the typical end result that one would like, but don't elaborate on how to do it. Would you copy the entire scene graph each frame or something else? The discussions are too high level and vague.
Jul
1
comment Causes of screen tearing and vsync
Do you mean the LCD display has no memory for each pixel and relies on a stream of data from the GPU even if it is displaying a static picture?
Jul
1
asked Synchronization between game logic thread and rendering thread