AnandTech delves into the mysterious world of graphics buffering in this article.  Not anisotropic filtering as is commonly discussed; instead they are looking at the difference between double buffering plus vsync versus triple buffering.  Using a clip of a horse running you can see the speed advantage that disabling vsync while using double buffering and the penalty you pay for that gain.  That same clip is used to illustrate how triple buffering can offer you the best of both worlds.  Head on over and see why you should change your graphics settings in games, if you don’t already.

“We often neglect to get too involved in the discussion of what options people should always enable when they play games. Rather, we tend to focus on what we test with. Honestly, our recommended settings for playing the games we test would be very similar to the settings we use to benchmark with one very important exception: we would enable triple buffering (which implies vsync) whenever possible. While it’s not an available option in all games, it really needs to be, and we are here to make the case for why gamers should use triple buffering and why developers need to support it.”

Here are some more Graphics Card articles from around the web:

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