![]() ![]() If you don't have tripple-buffering, the monitor will put the GPU on hold until it displays the image. It uses a another frame buffer to do this (it will use 3). With tripple buffering, when it finishes rendering one frame, it will start on the next, even if the monitor hasn't displayed the first image. If you don't, you will often be limited to a FPS that can be divided evenly into 120 if they can't display 120 FPS, which would be 60. You will also want to enable tripple buffering with v-sync enabled. Wouldn't have thought a Core I7 920 4Ghz would bottleneck, although the game does only seem to use one core effectively ( other 3 Cores are at about 0-20% usage, Core one is at about 60% and Hyperthreading doesn't get used at all) V-sync is enabled, though I have a 120Hz monitor, so the cap is 120FPS.
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