Double Buffering: Difference between revisions

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In a system already utilizing double buffering, triple buffering is simple to implement. In most cases it can be added to the video driver without the underlying system requiring any modifications.
 
If loosinglosing a few MBs of memory is not an issue then triple buffering provides several advantages. First off, there is no need to synchronize frames, so the drawing algorithm can run as often and as fast as it can. Secondly, some real time applications <em>must</em> perform a consistent number of update cycles each second, in which case synchronizing with the refresh rate (which will cause the program to slow down to the speed of the monitor) or skipping frames (the time it takes to execute a single update will not be consistent; some will render frames, some won't) is not an option.
 
==== Something unique? ====
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