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Per Gregory Ch. 8 (Render Engine), the modern frame submission model uses DOUBLE / TRIPLE BUFFERING of command lists for which reason?

ATo compress the texture stream by 2×
BBecause OS schedulers require it at all times
CCPU records frame N+1 while GPU draws frame N
DTo support exactly two players on split screen only
Answer & Solution
Correct answer: C. CPU records frame N+1 while GPU draws frame N
Gregory + DirectX 12 / Vulkan docs: per-frame command buffers eliminate stalls. CPU prepares ahead while GPU consumes; sync via fences / semaphores.
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