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===Comparison with Triple Buffering===
Outside the context of Direct3D, [[Triple buffering|triple buffering]] refers to the technique of allowing an application to draw to whichever back buffer was least recently updated. This allows the application to always proceed with rendering, regardless of the pace at which frames are being drawn by the application or the pace at which frames are being sent to the display. Triple Buffering may result in a frame being discarded without being displayed if two or more newer frames are completely rendered in the time it takes for one frame to be sent to the display. By contrast, Direct3D swap chains are a strict [[Queue (abstract data type)|first-in, first-out queue]], so every frame that is drawn by the application will be displayed even if newer frames are available. Direct3D does not implement a most-recent buffer swapping strategy, and Microsoft's documentation calls a Direct3D swap chain of three buffers "triple buffering". Triple Buffering as described above is superior for interactive purposes such as gaming, but Direct3D swap chains of more than three buffers can be better for tasks such as presenting frames of a video where the time taken to [[Data Compression#Video|decode]] each frame may be highly variable. <ref name="anandtech 0">
{{cite web
| title = Triple Buffering: Why We Love It