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Per Gregory Ch. 11 + Brendan Iribe Oculus talks, latency-sensitive systems often use a TRIPLE BUFFERED swap chain to balance which two goals?

ALowest RAM use and lowest GPU temperature
BHigher throughput and reduced tearing
CHardware compatibility with 8-bit consoles only
DSimplest code path and fastest CPU compile
Answer & Solution
Correct answer: B. Higher throughput and reduced tearing
DirectX / Vulkan / Gregory: triple buffering keeps GPU busy when one image is being displayed and another being prepared. V-sync removes tearing.
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