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Our options with double buffering are a choice between possible visual problems like tearing without vsync and an artificial delay that can negatively effect both performance and can increase input lag with vsync enabled. But not to worry, there is an option that combines the best of both worlds with no sacrifice in quality or actual performance. That option is triple buffering.
With triple buffering you have the same fps as without vsync. But you need more video ram und you have more input lag. "Triple Buffering" is from its three image buffers. One which is actually shown on your monitor, one which is already computed and shown when your monitor has the next refresh (144 times per seconds in your case), and one which is actually computed.
Triple Buffering has nothing to do with OpenGL. It's just the technique of three buffers to keep the FPS as high as without vsync.