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Timeline for Triple buffering and jittering

Current License: CC BY-SA 3.0

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Oct 28, 2012 at 23:22 comment added Mario Why measure your interval from the previous flip instead of the previous frame? Every new frame usually uses the timing from the previous frame for any time-based calculations like acceleration, etc., and it shouldn't matter, whether that frame was already displayed on screen or not.
Jul 6, 2012 at 17:53 comment added Patrick Hughes If you measure your interval by the previous flip, which was based on rendering from two frames ago, and then use that interval to calculate data in the current frame you're always going to be lagging the real interval by one frame. If your frames vary in time by any amount this will cause a following behavior where the game calculations don't match what will be displayed from those calculations.\
Jul 6, 2012 at 7:48 comment added user782220 @PatrickHughes: Your explanation of why there is jerking doesn't make sense.
Jul 6, 2012 at 4:05 comment added Patrick Hughes Buffer #1 is being rendered into. #2 is being displayed. #3 is waiting for a good time to replace #2 on the display. The additional latency allows rendering to continue instead of pausing for the swap like a double buffered setup. If you're done rendering before the swap then yes, you'd get some jerking because of the pauses happening two frames behind the current real time. Summary: you're using a current time to smooth out a historical render, which can vary and make for small twitches.
Jul 5, 2012 at 20:21 comment added user782220 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, 2012 at 10:43 history edited Laurent Couvidou CC BY-SA 3.0
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Jul 5, 2012 at 10:35 history edited Laurent Couvidou CC BY-SA 3.0
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Jul 5, 2012 at 9:57 history answered Laurent Couvidou CC BY-SA 3.0