Originally posted by Weasel
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Double buffer you have the frame being displayed and single frame to work on and once that the next frame then you are stuck waiting.
Triple buffer there are some variations.
1) frame displayed.
2) next frame waiting to be displayed.
3) frame being worked on.
Some implementations frame being worked on when complete can replace next frame to be displayed then start rendering again.
Originally posted by Weasel
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Yes Intel powersave kicks you ass with or without vsync enabled when you don't use triple. When I say kicks ass you can end up with the same frame with vsync and rendered to screen 3 times and with VRR a frame rendering twice with intel when not using triple and in powersave. Intel hardware quirks can be very horrible.
Intel GPU users who make up 70-80 percent of the PC in existence. Gamers have always said buy some other GPU because Intel GPU is useless as well and never properly researched into why. This intel behavior where in powersave results in intel GPU really need triple buffer to work correctly is not new you find it first with Intel GPUs that were cards back in the 1990s so it over a 2 decades old problem that someone only correctly documented recently.
Yes increases GPU utilization of triple buffer on Intel GPU does slightly increase clocks in powersave but if you look at number of clock cycles that increases by that is not enough still to be waiting around for a frame swap as you have to when double buffering. Yes another thing people have incorrectly said is fixing the problem the increased clocks when what is fixing the problem is that dynamic triple buffer does not have sitting around waiting when there is GPU cycles to use.
Yes the Intel GPU powersave logic I am idle for any reason I can lower clock speed is a nasty one. Yes counter to this logic is triple buffer of some form where you can avoid giving the GPU a break from processing so it does not get to be idle unless there is really nothing you can be doing.
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