Take the 2-minute tour ×  I read everything written in a
previous question. From what I understand in double buffering
the program must wait until the finished drawing is copied or
swapped before starting the next drawing. In triple buffering
the program has two back buffers and can immediately start
drawing in the one that is not involved in such copying.  But
with triple buffering if you're in a situation where you can
take advantage of the third buffer doesn't that suggest that you
are drawing frames faster than the monitor can refresh. So then
you don't actually get a higher frame rate. So what is the
benefit of triple buffering then?  share|improve this question
1 Answer 1  up vote 8 down vote accepted  Both Double and Triple
buffering solve the problem of black redraws on the screen.
Triple buffering, however, solves a problem of concurrency when
the current draw buffer is being memcpy-ed to the screen, and
your game scene can start drawing already.  This article is the
best way to explain the benefits