I think it’s currently planned that we will start turning on VSync when Roblox is running at high framerates, to avoid tearing. True triple buffering doesn’t have any of these issues, but isn’t well supported by Windows graphics drivers.Three-frame render ahead (sometimes mistakenly called triple buffering) + vsync on, you won’t get tearing, and you won’t get the frame clamping, but you will get an additional entire 16+ms of input lag.With double buffering + VSync off, you get tearing.The same thing also happens when a frame takes 34 milliseconds instead of 33, you’ll drop from 30 to 20. A hard cut off, which isn’t good for players with lower end PCs. With double buffering + VSync on, if each frame consistently starts taking 17 milliseconds instead of 16, then you’ll run at 30 fps instead of 60.When you run in windowed mode, we get forced into vsync.
TRIPLE BUFFERING FOR FAR CRY 5 PC WINDOWS 10
These optimizations only exist in Windows 10 I believe. Note that this only applies to running Roblox in full-screen mode where the pass-through optimizations turn on. I noticed Far Cry 3 even had a 'double vSync option' build-in But like I said before, I noticed a similar improvement with Sonic Colors - I couldnt get the framerate really smooth no matter the settings (random jerkyness, though the fps was steady on OSD). I’m not a graphics engineer (maybe one of them will chime in on this thread), but as far as I know: I use it in PC games like Crysis 2 and Far Cry 3. I believe you’re referring to tearing, and it’s because Roblox currently runs with vsync disabled. Poor perfomance on FAR CRY 5, gtx 1070 i54690 - PC Gaming - Linus Tech Tips - last accessed on 10.0 10.1 Verified by User:Deton24 on Far Cry 5 reverse car, descend (plane/helicopter ) issue fixed - last accessed on Verified by User:deton24 on Tested on X5460 with 30-37 FPS Easy.