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Triple Buffering in Rendering APIs

If you’ve ever toggled VSync on and watched your frame rate seesaw between smooth and stuttery, you’ve met the limitations of double buffering. Triple buffering adds a third buffer to the swapchain so that the GPU can keep rendering even when a frame is queued for presentation, delivering smoother animation and higher average FPS with VSync on. Double buffering With double buffering, we use two buffers, one for presenting to the screen and one for rendering off-screen, swapping between them as