I was looking at that GIF lol. I should have read the article my bad. I'll hang my head in shame.Why would you want to reduce the resolution on XB1 for minor screen tears?
I was looking at that GIF lol. I should have read the article my bad. I'll hang my head in shame.Why would you want to reduce the resolution on XB1 for minor screen tears?
Tears are my personal kryptonite. I stopped playing the original Assassin's Creed on PS3 because of the tearing, which is just as well the repetitive gameplay would have caused me to quit anyway!Borderlands: big fat tears - and loads of them - in the middle of the screen.
Why would you want to reduce the resolution on the XB1 edition for minor screen tears?
though the Xbox One is far more heavily affected, with near constant tearing occurring during both large and smaller scale skirmishes.
Tears are my personal kryptonite. I stopped playing the original Assassin's Creed on PS3 because of the tearing, which is just as well the repetitive gameplay would have caused me to quit anyway!
That GIF just made me want to cut myself. I feel like a little schoolgirl who just found out that Zayn left One Direction.
Zayn left One Direction?
WTF is One Direction
I feel like a little schoolgirl who just found out that Zayn left One Direction.
I guess this update confirms also that the 'issue' with junctions on PS4 was not due to the slower CPU as some had speculated at the time.
Put simply, in areas where junctions are stacked up one after the other, the Sony platform suffers more prolonged frame-rate drops when burning through traffic with your foot jammed to the floor. It's an interesting, recurring scenario that points to a CPU bottleneck, where Xbox One's increased clock-speed has an advantage when racing around these busy sections.
..........wat
Exactly!
Resolution and even framerate don't tell the whole story. Here, even with a relatively small difference in frame rate there is a big difference in the amount of tearing. And that tearing is not confined to the overscan area or even the top or bottom quarters where it would be less intrusive. It's everywhere, and it's often.
And unlike upscale blur, or frame rate fluctuations that not everyone is so sensitive to, tearing is a potentially huge, sharp artifact that is clearly visible at range and affects both the quality of a single screen and motion continuity: tearing 'wobble' - as the top and bottom elements appear to move at different speeds - is a load of old balls.
Middle screen tearing is the triple whammy of: affecting IQ, affecting motion continuity, and being HAHA YO GUYZ HERE I AM visible.
Yah. Worst case scenario tearing is easily as annoying as wildly fluctuating frame rates. Only "unlplayable slideshow" fps can beat centre-screen mega-tears IMO.
No it doesn't. By waiting for the refresh, triple-buffering delays and stutters its output, causing the appearance and controls to feel unresponsive and janky compared with just turning vsync off. Assuming good implementations, at some performance levels it can even do worse than double-buffered vsync (i.e. if you're hovering just faster than a harmonic fraction of the refresh; in this case the buffer flip is capable of being a good frame kickoff timer, which triple-buffering can't benefit from).Triple buffering all but eliminates the downside of Vsync