ok. i'm not sure why the FPS graph would be flat. The impression i got from triple-buffers was as i mentioned before - its how all previous things i've seen have worked. What was the framerate at? and did the scenes run normal speed, or were they extra fast?
As i explained before though, R4 doesn't wait for vsync for each scene while rendering. If it did, the framerate would be 1/3 (since the fade is a scene too) not 1/2, and just adding an overlay would instantly halve it too. I also know exactly what the R4 code is and all it does is try to get the *metered* framerate constant. That is, what you see in the top-left is what it uses to keep a constant rate. I hasten to add that its fine on my PC too. with any kind of vsync.
The problem is probably task scheduling, but its not R4 based. Probably what happens is R4 loops, waiting for the correct time and asking windows for messages, but windows detects its being asked for messages very often and so gives R4 a lower priority. When R4 does go to do something complex it doesn't have enough CPU time for it, and windows doesn't change back quick enough.
Also... 2048x2048 pbuffers on 1600x1200 is actually quite stupid. If it fails or crashes, or does anything at all odd when the pbuffers are above 512x256 then i really don't want to know
