I’m sorry but I’m a noob and I need to ask this. What does the option “Triple Buffering” do in game?
It helps smooth out frame rate by holding the frames displayed on screen in a buffer, that is preventing them from displaying until a few more frames ahead of them have been rendered (Prepared.) then showing them in sequence.
Its very, very bad for shooter games as it makes you literally always see the world a few percentages of a second behind where it actually is, creating a sort of visual lag. Disable it imo.
In computer graphics, you normally render to the screen with a technique called double buffering. The content that you see on the screen is called the front buffer, and is the final rendering output. Meanwhile, as that is displayed on the screen, your GPU is rendering content to the back buffer. You do not want to display the back buffer because your monitor will scan out tons of intermediate garbage content as it gets drawn.
When the GPU finishes rendering to the back buffer, it attempts to “flip” or ping pong between the two frames (back buffer becomes front buffer and vice versa). When vsync is disabled this generally amounts to some tearing - your display may only finish scanning out half of the front buffer to your monitor and you swap the buffers, resulting in the bottom half of your monitor displaying the new image. With vsync enabled, it waits until the full image is scanned out before swapping, but it means your GPU cannot start rendering a new frame yet. Triple buffering lets you render more frames ahead, which usually helps with the smoothness of the image at the cost of input latency (and increased memory footprint).
Generally speaking, you’d never want triple buffering in a real time game like a shooter.