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    Thank you, the CX Dev-Team

Old techniques are coming back

Wingnut

Well-known member
3rd Party Module Dev
Tutorial Author
Joined
Jan 2, 2020
Messages
1,364
Today, users and players expect a lot from games and apps, so interaction and speed are once again important.

Double buffering has been (and still is) an important technique for avoiding tearing. By doing so, you have a whole screen's worth of time to draw until the next vertical blanking.

You did not always do this; instead, you waited for the raster beam of the TV/Monitor to enter the bottom of the screen to have as much time as possible to draw the next frame. In other words, single buffering was the common solution, and double buffering used to be the exception. Doing so had a huge advantage over double (or even triple) buffering; namely, you could reduce reaction time to around 16ms.

In VR/AR this is getting more important, but regardless what you are doing, having increased reactino time is huge. https://blog.imaginationtech.com/reducing-latency-in-vr-by-using-single-buffered-strip-rendering/

With increased Hz of displays this is both more important and less important, depending on how you look at it. But if we assume a "slower" 60hz mobile, this is a chance to increase the user experience quiet alot.
 
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