What are Double Buffering, vsync and Triple Buffering?

When a computer needs to display something on a monitor, it draws a picture of what the screen is supposed to look like and sends this picture (which we will call a buffer) out to the monitor. In the old days there was only one buffer and it was continually being both drawn to and sent to the monitor. There are some advantages to this approach, but there are also very large drawbacks. Most notably, when objects on the display were updated, they would often flicker.


The computer draws in as the contents are sent out.
All illustrations courtesy Laura Wilson.


In order to combat the issues with reading from while drawing to the same buffer, double buffering, at a minimum, is employed. The idea behind double buffering is that the computer only draws to one buffer (called the "back" buffer) and sends the other buffer (called the "front" buffer) to the screen. After the computer finishes drawing the back buffer, the program doing the drawing does something called a buffer "swap." This swap doesn't move anything: swap only changes the names of the two buffers: the front buffer becomes the back buffer and the back buffer becomes the front buffer.


Computer draws to the back, monitor is sent the front.


After a buffer swap, the software can start drawing to the new back buffer and the computer sends the new front buffer to the monitor until the next buffer swap happens. And all is well. Well, almost all anyway.

In this form of double buffering, a swap can happen anytime. That means that while the computer is sending data to the monitor, the swap can occur. When this happens, the rest of the screen is drawn according to what the new front buffer contains. If the new front buffer is different enough from the old front buffer, a visual artifact known as "tearing" can be seen. This type of problem can be seen often in high framerate FPS games when whipping around a corner as fast as possible. Because of the quick motion, every frame is very different, when a swap happens during drawing the discrepancy is large and can be distracting.

The most common approach to combat tearing is to wait to swap buffers until the monitor is ready for another image. The monitor is ready after it has fully drawn what was sent to it and the next vertical refresh cycle is about to start. Synchronizing buffer swaps with the Vertical refresh is called vsync.

While enabling vsync does fix tearing, it also sets the internal framerate of the game to, at most, the refresh rate of the monitor (typically 60Hz for most LCD panels). This can hurt performance even if the game doesn't run at 60 frames per second as there will still be artificial delays added to effect synchronization. Performance can be cut nearly in half cases where every frame takes just a little longer than 16.67 ms (1/60th of a second). In such a case, frame rate would drop to 30 FPS despite the fact that the game should run at just under 60 FPS. The elimination of tearing and consistency of framerate, however, do contribute to an added smoothness that double buffering without vsync just can't deliver.

Input lag also becomes more of an issue with vsync enabled. This is because the artificial delay introduced increases the difference between when something actually happened (when the frame was drawn) and when it gets displayed on screen. Input lag always exists (it is impossible to instantaneously draw what is currently happening to the screen), but the trick is to minimize it.

Our options with double buffering are a choice between possible visual problems like tearing without vsync and an artificial delay that can negatively effect both performance and can increase input lag with vsync enabled. But not to worry, there is an option that combines the best of both worlds with no sacrifice in quality or actual performance. That option is triple buffering.


Computer has two back buffers to bounce between while the monitor is sent the front buffer.


The name gives a lot away: triple buffering uses three buffers instead of two. This additional buffer gives the computer enough space to keep a buffer locked while it is being sent to the monitor (to avoid tearing) while also not preventing the software from drawing as fast as it possibly can (even with one locked buffer there are still two that the software can bounce back and forth between). The software draws back and forth between the two back buffers and (at best) once every refresh the front buffer is swapped for the back buffer containing the most recently completed fully rendered frame. This does take up some extra space in memory on the graphics card (about 15 to 25MB), but with modern graphics card dropping at least 512MB on board this extra space is no longer a real issue.

In other words, with triple buffering we get the same high actual performance and similar decreased input lag of a vsync disabled setup while achieving the visual quality and smoothness of leaving vsync enabled.

Now, it is important to note, that when you look at the "frame rate" of a triple buffered game, you will not see the actual "performance." This is because frame counters like FRAPS only count the number of times the front buffer (the one currently being sent to the monitor) is swapped out. In double buffering, this happens with every frame even if the next frames done after the monitor is finished receiving and drawing the current frame (meaning that it might not be displayed at all if another frame is completed before the next refresh). With triple buffering, front buffer swaps only happen at most once per vsync.

The software is still drawing the entire time behind the scenes on the two back buffers when triple buffering. This means that when the front buffer swap happens, unlike with double buffering and vsync, we don't have artificial delay. And unlike with double buffering without vsync, once we start sending a fully rendered frame to the monitor, we don't switch to another frame in the middle.

This last point does bring to bear the one issue with triple buffering. A frame that completes just a tiny bit after the refresh, when double buffering without vsync, will tear near the top and the rest of the frame would carry a bit less lag for most of that refresh than triple buffering which would have to finish drawing the frame it had already started. Even in this case, though, at least part of the frame will be the exact same between the double buffered and triple buffered output and the delay won't be significant, nor will it have any carryover impact on future frames like enabling vsync on double buffering does. And even if you count this as an advantage of double buffering without vsync, the advantage only appears below a potential tear.

Let's help bring the idea home with an example comparison of rendering using each of these three methods.

Index Digging Deeper: Galloping Horses Example
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  • greylica - Friday, June 26, 2009 - link

    I always use triple buffering in OpenGL apps, and the performance is superb, until Vista/7 cames and crippled my hardware with Vsync enabled by default. This sh*t of hell Microsoft invention crippled my flawless GTX 285 to a mere 1/3 of the performance in OpenGL in the two betas I have tested.

    Thanks to GNU/Linux I have at least one chance to be free of the issue and use my 3D apps with full speed.
  • The0ne - Friday, June 26, 2009 - link

    Love your comment lol
  • JonP382 - Friday, June 26, 2009 - link

    I always avoided triple buffering because it introduced input lag for me. I guess the implementation that ATI and Nvidia have for OpenGL is not the same as this one. Too bad. :(

    I'm going to try triple buffering in L4D and TF2 later today, but I'm just curious if their implementation is the same as the one promoted in this article?
  • DerekWilson - Friday, June 26, 2009 - link

    I haven't spoke with valve, but I suspect their implementation is good and should perform as expected.
  • JonP382 - Friday, June 26, 2009 - link

    Same old story - I get even more input lag on triple buffering than on double buffering. :(
  • JonP382 - Friday, June 26, 2009 - link

    I should say that triple buffering introduced additional lag. Vsync itself introduces an enormous amount of input lag and drives me insane. But I do hate tearing...
  • prophet001 - Friday, June 26, 2009 - link

    one of the best articles i've read on here in a long time. i knew what vsync did as far as degrading performance (only in that it waited for the frame to be complete before displaying) but i never knew how double and triple buffering actually worked. triple buff from here on out

    4.9 out of 5.0 :-D
    (but only b/c nobody gets a 5.0 lol)
    thank you

    Preston
  • danielk - Friday, June 26, 2009 - link

    This was an excellent article!

    While im a gamer, i dont know much about the settings i "should" be running for optimal FPS vs. quality. I've run with vsync on as thats been the only remedy ive found for tearing, but had it set to "always on" in the gfx driver, as i didnt know better.

    Naturally, triple buffering will be on from here on.

    I would love to see more info about the different settings(anti aliasing etc) and their impact on FPS and image quality in future articles.

    Actually, if anyone has a good guide to link, i would appreciate it!


    Regards,
    Daniel
  • DerekWilson - Friday, June 26, 2009 - link

    keep in mind that you can't force triple buffering on in DirectX games from the control panel (yet - hopefully). It works for OpenGL though.

    For DX games, there are utilities out there that can force the option on for most games, but I haven't done indepth testing with these utilities, so I'm not sure on the specifics of how they work/what they do and if it is a good implementation.

    The very best option (as with all other situtions) is to find an in-game setting for triple buffering. Which many developers do not include (but hopefully that trend is changing).
  • psychobriggsy - Friday, June 26, 2009 - link

    I can see the arguments for triple buffering when the rendered frame rate is above the display frame rate. Of course a lot of work is wasted with this method, especially with your 300fps example.

    However I've been drawing out sub-display-rate examples on paper here to match your examples, and it's really not better than VsyncDB apart from the odd frame here and there.

    What appears to be the best solution is for a game to time each frame's rendering (on an ongoing basis) and adjust when it starts rendering the frame so that it finishes rendering just before the Vsync. I will call this "Adaptive Vsync Double Buffering", which uses the previous frame rendering time to work out when to render the next frame so that what is displayed is up to date, but work is reduced.

    In the meantime, lets work on getting 120fps monitors, in terms of the input signal. That would be the best way to reduce input lag in my opinion.

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