"Seems to me that triple buffering is working with HL2."
I'm confused, I thought Half-life 2 was direct3d, right? So why are you
talking about triple buffering, when you just denied that it's available
with direct3d?
I'm still using the omega drivers that are based on the 4.10 betas. I'm
hoping the 4.11/4.12 will be used for the next omega release. Hopefully
whatever he does, it'll be released soon.
You can't turn on triple buffering in the control panel or CCC with
Direct3D, however the game engine designers can enable triple buffering
in their code and include it as an option in the game settings.
For example, with the Unreal Engine (UT2003, UT2004) you can enable
triple buffering by going into the System/UT2004.ini and changing the
setting UseTripleBuffering=True. Another D3D engine, the Lithtech
engine (TRON 2.0, No One Lives Forever), right there in the set-up
screen there's a check box to enable or disable triple buffering.
There very well may be a CVAR in the HL2 config.cfg that turns it on or
off, or it could be just on or off with no way for the user to change it.
In Far Cry you have to create a file called systemoverride.cfg and put:
d3d9_TripleBuffering = "1"
in it to enable triple buffering.
Many 3D games have the setting somewhere but most just opt to leave it
disabled and have VSync off by default.
You may have noticed that HL2 recommended default settings have VSync
disabled. It just doesn't work well, vsync off, with my LCD, though I
used to never notice the whole tearing issue when I had a CRT monitor.