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Dynamic Triple Buffering For GNOME Still Being Worked On To Ramp Up The GPU When Needed
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I don't. Triple buffering is desirable even with an hypothetical "perfect" driver that would ramp up clocks to 100% instantly, because it eliminates idle time when vsync was missed. Note that this can happen even with powerful computers, because the system load is unpredictable.
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Originally posted by Ipkh View PostThat's not how modern GPUs work.
Double buffering is what you want. 1 Buffer for the current frame being displayed and 1 for the rendering frame. They simply swap once a frame is done rendering. If the frame doesn't change the GPU just outputs the current frame buffer. Since the GPU just refuses the buffer until it is swapped, a lot of power is saved. Triple buffering was a method to eliminate tearing in older GPU architectures that couldn't reuse the buffer in hardware. The problem with triple buffer is that you need to render that extra intermediary frame even when there are no changes. This is what causes the extra power and memory usage.
Realistically reducing the rendering pipeline is the best solution to see screen input faster. Otherwise you're just ramping the GPU unnecessarily.
Back then, the buffer being rendered would replace the current buffer even if it wasn't done yet. This is what causes tearing. Triple buffering works around that by always working 1 frame behind so that the back buffer was always a completed frame. Modern systems don't do this and just repeat the current frame when Vsync is in play.
Any driver that swapped buffers in double-buffering without respecting vsync (when asked or by default) was just asking for tearing no matter what and triple buffering doesn't fix it. It's accepting a tear in return for lower latency and would happen with a fast-enough renderer with triple buffering too. If it swapped at vblank properly to avoid tearing then double buffering won't tear, neither will triple. Triple buffer rendering is about filling in the "I can't render anything now" gap o improve performance (FPS and latency) when some frames sometimes can't fit in the frame budget and go over.
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