A well-done triple buffering adds between 0 to one frame of input latency. A badly done adds as much as there's frames (such as the recent Catalyst & Valve affair).
So with triple buffering you have varying input latency, for 60Hz & good implementation between 0 and 16.6ms per frame, compared to normal un-vsynced rendering. (for a really heavy frame, it could be longer than 16ms). Whether that's acceptable to you, YMMV.
G-sync, as you and Carmack pointed out, is the ideal solution, but currently unviable.
So with triple buffering you have varying input latency, for 60Hz & good implementation between 0 and 16.6ms per frame, compared to normal un-vsynced rendering. (for a really heavy frame, it could be longer than 16ms). Whether that's acceptable to you, YMMV.
G-sync, as you and Carmack pointed out, is the ideal solution, but currently unviable.
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