<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta name="generator" content= "HTML Tidy for Linux/x86 (vers 1 September 2005), see www.w3.org"> <meta http-equiv="Content-Type" content= "text/html; charset=us-ascii"> <title>Chapter 21. Configuring Flipping and UBB</title> <meta name="generator" content="DocBook XSL Stylesheets V1.68.1"> <link rel="start" href="index.html" title= "NVIDIA Accelerated Linux Graphics Driver README and Installation Guide"> <link rel="up" href="installationandconfiguration.html" title= "Part I. Installation and Configuration Instructions"> <link rel="prev" href="programmingmodes.html" title= "Chapter 20. Programming Modes"> <link rel="next" href="procinterface.html" title= "Chapter 22. Using the Proc Filesystem Interface"> </head> <body> <div class="navheader"> <table width="100%" summary="Navigation header"> <tr> <th colspan="3" align="center">Chapter 21. Configuring Flipping and UBB</th> </tr> <tr> <td width="20%" align="left"><a accesskey="p" href= "programmingmodes.html">Prev</a> </td> <th width="60%" align="center">Part I. Installation and Configuration Instructions</th> <td width="20%" align="right"> <a accesskey="n" href= "procinterface.html">Next</a></td> </tr> </table> <hr></div> <div class="chapter" lang="en"> <div class="titlepage"> <div> <div> <h2 class="title"><a name="flippingubb" id= "flippingubb"></a>Chapter 21. Configuring Flipping and UBB</h2> </div> </div> </div> <p>The NVIDIA Accelerated Linux Graphics Driver supports Unified Back Buffer (UBB) and OpenGL Flipping. These features can provide performance gains in certain situations.</p> <div class="itemizedlist"> <ul type="disc"> <li> <p>Unified Back Buffer (UBB): UBB is available only on Quadro GPUs (Quadro NVS GPUs excluded) and is enabled by default when there is sufficient video memory available. This can be disabled with the UBB X config option described in <a href="xconfigoptions.html" title="Appendix B. X Config Options">Appendix B, <i>X Config Options</i></a>. When UBB is enabled, all windows share the same back, stencil and depth buffers. When there are many windows, the back, stencil and depth usage will never exceed the size of that used by a full screen window. However, even for a single small window, the back, stencil, and depth video memory usage is that of a full screen window. In that case video memory may be used less efficiently than in the non-UBB case.</p> </li> <li> <p>Flipping: When OpenGL flipping is enabled, OpenGL can perform buffer swaps by changing which buffer is scanned out rather than copying the back buffer contents to the front buffer; this is generally a higher performance mechanism and allows tearless swapping during the vertical retrace (when __GL_SYNC_TO_VBLANK is set).</p> </li> </ul> </div> <p></p> </div> <div class="navfooter"> <hr> <table width="100%" summary="Navigation footer"> <tr> <td width="40%" align="left"><a accesskey="p" href= "programmingmodes.html">Prev</a> </td> <td width="20%" align="center"><a accesskey="u" href= "installationandconfiguration.html">Up</a></td> <td width="40%" align="right"> <a accesskey="n" href= "procinterface.html">Next</a></td> </tr> <tr> <td width="40%" align="left" valign="top"> Chapter 20. Programming Modes </td> <td width="20%" align="center"><a accesskey="h" href= "index.html">Home</a></td> <td width="40%" align="right" valign="top"> Chapter 22. Using the Proc Filesystem Interface</td> </tr> </table> </div> </body> </html>