@Waccon
The problem is not writing the tags, but reporting the text ;-)
Lag? What lag, exactly?
In the scenario you mentioned above (i.e. machine so fast that it is able to render a frame in less than the time of a refresh), the triple buffering (a well done one) gives the same results of double buffering (of course it eats more memory and it's a bit more complicated).
- EDIT -
Yet, it is a better solution because it does not require assumptions on the power of the machine; besides the particular case already discussed, there is:
- the case of the machine that _on average_ can render a frame in the time of a refresh: triple buffering allows to achieve an almost perfect refresh, without missing frames
- the case of the machine that is even slower: triple buffering helps even more because there is no idle wait (i.e. the computing power is exploited to the max - this is the main aspect of triple buffering, which makes what has been said at the previous point possible) - not to mention that adding frame skipping becomes trivial, so keeping the "game cycles" synchronized with the video refresh is very easy.
[Indeed these two cases are the same thing, but I thought that exposing them this way would be clearer.]
- EDIT -
OK, the battery is dying, so see you later.
saimo