Quad buffering

Quad buffering is a technology for implementing stereoscopic frame rendering in computer graphics. For stereoscopic rendering, each eye must receive a separate image. Quad buffering uses double buffering with a front buffer and back buffer for each eye, totaling four buffers:

Similarly to the V-sync in 2D mode, quad buffering allows to swap the front and back buffers for both eyes in sync, allowing the display to seamless work with different rendering frame rates.

Quad buffering requires special support by the graphic card and is therefore not available on many low-cost models.

3D standards like OpenGL[1] and Direct3D support quad buffering. AMD's HD3D[2] exposes the Quad buffer for Game and Software developers allowing native 3D, an open HD3D SDK is available. Although, for now, only DirectX 9, 10 and 11 are supported.[3]

See also

References