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.
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Schmide - Friday, June 26, 2009 - link
My conceptions.Triple Buffering is 2 back buffers that alternate a copying (BLT) to a front buffer(primary/screen) while the other is rendering.
Double Buffering is two surfaces that trade places between front and back buffer by switching states. Only works in full screen mode.
Back Buffering where one surface is rendered to then copied to the front buffer(primary/screen). Often falsely called Double Buffering.
Triple Buffering is designed to avoid the surface lock during a copy to the front buffer (BLT) in windowed mode so the next rendering cycle can start early. In full screen mode it just adds an extra step (BLT) in the rendering cycle, since a hardware is swap moves no memory just pointers.
I would imagine the only reason a Triple Buffer would reduce tearing is, on average the back buffer copy is playing catchup to the primary surface update and the chances of half rendered frames is a bit less.
So proper use would be
Double Buffer - Full Screen Rendering.
Back Buffer - Simple Full/Windowed Rendering
Triple Buffer - Complex Windowed Rendering.
Schmide - Friday, June 26, 2009 - link
PrinceGaz explained it so I understand below.Schmide - Friday, June 26, 2009 - link
-"is"I want to add. Vsinc can be a problem because of the synchronous nature between game code and rendered frames. The more frames you get the better your character moves. If you lock down/cap your frames you may be loosing some response.
Example. In cod4 crash, the wall by the dumpster near the 3 story building, you can only jump over it if your frames get above 125. I assume there is some round off error and Euler like calculations going on.
The ideal rendering cycle, other than a fixed or capped game play engine, would be: vsinc, update, render a frame, do game code without rendering over and over, repeat.
DerekWilson - Friday, June 26, 2009 - link
triple buffering does not use a blit to move a back buffer to a front buffer -- it is still done with buffer renaming.i.e. you'll have three pointers: one to the frame currently being rendered, one to the most recently completed frame (these are both back buffers), and one to the front buffer.
after a vertical refresh completes, if there is not a more recently completed frame than the current front buffer, the current front buffer locks again and the same frame is drawn. If there is a more recently completed frame newer than the one that was just drawn, then this buffer becomes the front buffer and the old front buffer becomes the other back buffer.
when the GPU finishes rendering into one back buffer, it marks that buffer as the most recently completed and swaps the pointers so that it's current buffer was the previous most recently completed buffer that is not the front buffer.
...
i know, clear as much right?
but really, there is no blit involved in a sane triple buffering implementation.
nvmarino - Friday, June 26, 2009 - link
Hey Derek, thanks for the article. Any chance you could provide more detail about the issues with SLI and triple buffering? Such as why it's an issue, can the issues be overcome by game developers or is it an issue at the driver level, and also what are the typical problems an end-user would experience?Compddd - Friday, June 26, 2009 - link
Or can I turn Vsync off and just leave triple buffering on? Like in L4D or TF2 for instance?DerekWilson - Friday, June 26, 2009 - link
it is not possible to run triple buffering without vsync.the purpose of triple buffering is to provide a buffer that can remain locked during the vertical redraw (so that there is no corruption); this IS vsync.
but the advantage is that there are still two buffers left over so that you can always save the most recently completed frame while working on the next one (and also not corrupting what is currently being displayed).
think of it like this: there is one current work space, one most recently completed frame, and one vsync'd buffer.
Compddd - Friday, June 26, 2009 - link
Why do these games like L4D and TF2 have the option to turn off Vync or Triple bufferng then? Or turn them both on, or turn one on and leave the other one off?JonP382 - Saturday, June 27, 2009 - link
They don't. There's an option to turn on vsync with double buffering, or vsync with triple buffering. Or no vsync.Atechie - Friday, June 26, 2009 - link
Thanks for showning me why still keeping my 2x21"CRT's are a good choice, so I don't get less IQ, fake black, tearing suckt 60Hz refresh and all the other crap that make LCD's less than steller for gaming.