View Full Version : Fraps recording and screen tearing: should I use triple buffering?
orion44
15th February 2017, 22:05
Usually when I play MAME games, there is screen tearing, which disappears when I turn on triple buffering.
Few questions:
1. When I record MAME games, should I record with or without screen tearing?
2. Does triple buffering cause input lag?
3. When I record gameplay videos with screen tearing, the screen tearing isn't noticeable in software players like PotPlayer and KMPlayer.
If I upload this same video to youtube, will other people notice screen tearing?
Asmodian
25th February 2017, 21:28
1) I hate tearing.
2) less than double buffering but more than nothing (tearing)
3) players and YouTube will behave similarly but I am pretty sure I would notice the tearing. Tearing will also lower the quality per bit, though maybe not too much.
huhn
27th February 2017, 11:25
it is possible that the recording doesn't have tearing but the game on the screen.
this depends on how the image is captured. fraps should avoid tearing in the recording.
LexSfX
1st March 2017, 03:23
Triple buffering is a technique to reduce input lag, by always serving the most recently-drawn frame. As I understand it, with triple buffering, there are 3 buffers: 1 currently being drawn at any given time, 1 finished drawing and waiting to be swapped to screen, 1 drawn to screen on next vblank. When vblank happens, GPU sends front buffer then swaps front buffer pointer with middle buffer. When program finished drawing a frame, GPU swap middle buffer pointer with back buffer. I'm not an expert, but this is how I understand it.
This allows the program to not have to wait after drawing a frame to draw another frame, as it can always draw onto a new back buffer, and the front buffer can always request a fully-drawn frame without having to wait for the frame to finish drawing.
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