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nvidia173-doc-html-173.14.25-3mdv2010.1.x86_64.rpm

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<th colspan="3" align="center">Chapter&nbsp;20.&nbsp;Configuring
Flipping and UBB</th>
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<h2 class="title"><a name="flippingubb" id=
"flippingubb"></a>Chapter&nbsp;20.&nbsp;Configuring Flipping and
UBB</h2>
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<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>
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<p>Unified Back Buffer (UBB): UBB is available only on the Quadro
family of GPUs (Quadro4 NVS 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=
"appendix-b.html" title=
"Appendix&nbsp;B.&nbsp;X Config Options">Appendix&nbsp;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>
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<p>Flipping: When OpenGL flipping is enabled, OpenGL can perform
buffer swaps by changing which buffer the DAC scans out rather than
copying the back buffer contents to the front buffer; this is
generally a much higher performance mechanism and allows tearless
swapping during the vertical retrace (when __GL_SYNC_TO_VBLANK is
set). The conditions under which OpenGL can flip are slightly
complicated, but in general: on GeForce or newer hardware, OpenGL
can flip when a single full screen unobscured OpenGL application is
running, and __GL_SYNC_TO_VBLANK is enabled. Additionally, OpenGL
can flip on Quadro hardware even when an OpenGL window is partially
obscured or not full screen or __GL_SYNC_TO_VBLANK is not
enabled.</p>
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