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- Newsgroups: rec.games.programmer
- Path: sparky!uunet!paladin.american.edu!gatech!destroyer!cs.ubc.ca!mprgate.mpr.ca!mprgate.mpr.ca!vanderby
- From: vanderby@mprgate.mpr.ca (David Vanderbyl)
- Subject: Re: Triple Buffering: NOT!
- Message-ID: <1992Dec24.223839.29198@mprgate.mpr.ca>
- Keywords: buffering
- Sender: news@mprgate.mpr.ca
- Reply-To: vanderby@mprgate.mpr.ca (David Vanderbyl)
- Organization: MPR Teltech Ltd.
- References: <1992Dec21.171731.26731@midway.uchicago.edu> <1992Dec22.202057.18233@blkbox> <709@muller.loria.fr> <1992Dec24.185505.27786@mprgate.mpr.ca> <1992Dec24.152230@betsy.gsfc.nasa.gov>
- Date: Thu, 24 Dec 92 22:38:39 GMT
- Lines: 43
-
- giglio@betsy.gsfc.nasa.gov (Louis Giglio) writes:
-
- >In article <1992Dec24.185505.27786@mprgate.mpr.ca>,
- >vanderby@mprgate.mpr.ca (David Vanderbyl) writes:
- >|> eker@loria.fr (Steven Eker) writes:
- >|> >If your frame redraw code takes longer than one video frame, one way
- >of speeding
- >|> >things up is to use triple buffering rather than double buffering.
- >|> [explanation deleted]
- >|>
- >|> Triple buffering is completely useless. (Almost) Here's why.
- >|>
- [explanation deleted]
- >|>
- [unwarrented preaching deleted]
-
-
- >If you sit down with a piece of paper and pencil I think you will see
- >that you are actually wrong. Look at it this way: with your double
- >buffering scheme the CPU sits around and does *nothing* while it waits
- >for the next frame. With triple buffering the CPU starts drawing the
- >next
- >frame, so it effectively has a head start.
-
- [table-deleted]
-
- >I know this "chart" is a confusing mess, but if you work it out
- >yourself,
- >you'll see the point.
-
- >The triple buffered display gets slightly ahead of the double buffered
- >display, yielding a higher frame rate.
-
- I do see the point. But what are you going to do with about 25 frames
- when the frame rate is 30? I don't think showing 25 frames with some
- repeats will be much better animation than showing 15 frames with all
- repeats.
-
- Of course, we are assuming that the redraw rate is just longer than the
- frame rate. Of course if the redraw rate was a lot longer then triple
- buffering could improve things. An example would be if we could increase
- from 4 to 5 redraws per second.
-
-