For people who work in information technology or people who like to play games, OpenGL triple buffering is a concept that you’ve probably heard a lot of times or even very familiar with you. So, what is OpenGL triple buffering, what does OpenGL triple buffering do? what is its advantages? and should we turn OpenGL triple buffering on or off? Let’s learn more about these issues in the article below!
1. What is OpenGL triple buffering?
OpenGL triple buffering is an extra frame to the CPU that provides the users with an application programming interface or application programming interface (API) for graphical content. In fact, OpenGL is a cross-language and cross-platform API that focuses on graphical quality and enables high-performance 2D and 3D graphics. Triple Buffering simply buffers one extra frame to the CPU instead of two. This extra frame gives enough time to correct more issues such as frame tearing and Vsync. It also has drawbacks. An extra frame being also buffered by the GPU means it must use more on-board GPU memory to store and buffer that frame
2. What does OpenGL triple buffering do?
OpenGL triple buffering is used to correct tearing. In fact, when the information being displayed is slower than the information that needed to be processed, the screen tearing will happen. And the OpenGL triple buffering adds a 3rd frames to help smooth out the information. Although this added frame will increase your GPU workload, it gives you the smoother visuals.
3. The advantage of OpenGL triple buffering in 3-D games
In order to know more about the advantage of OpenGL triple buffering, let’s tell a bit about the double buffering (and vsync enabled) and we will compare the advantage of triple buffering with double buffering. If using double buffering, 3-D games must wait until the next vertical retrace before they are able to start rendering the next frame. Although turning off vsync eliminates this delay and provides the highest frame rate (only in the case it has the support of graphics controller), it can cause a visuals artifact that people usually called as tearing.
Different from double buffering, when OpenGL triple buffering enabled, the 3-D games will render a frame in one back buffer. And while waiting to flip, ti can start rendering in other back buffers. Which makes the frame rate is higher than double buffering and vsync enabled without any tearing in visuals.
4. OpenGL triple buffering on or off?
We can’t deny the benefit of smoother visual that the OpenGL triple buffering brings, however, using this will take more onboard GPU memory and create some lags. For this reason, lots of people wonder that setting OpenGL triple buffering on or off, which is the best choice.
In order to answer this question, the users need to look at GPU memory usage with OpenGL triple buffering on or off to determine how much is actually being used. We both know that OpenGL triple buffering doesn’t improve the visuals performance except for the correcting Vsync refresh. So, if you get 60FPS minimum, let’s leave OpenGL triple buffering OFF and Vsync ON. Otherwise, leave Vsync off or use Vsync+Triple buffering.
Above is a few core information about OpenGL triple buffering. Hope that this information is useful for you. Thank you for reading!