piSquaredOverSix
Newcomer
Can we compile a list of the rendering resolutions of current Vita games?
The fact that it's AMOLED already kills some of the pixel information..
1st party devs are the worst offenders. They are probably pulling some effects straight from PS3 that kill framerate.. Launch games might not even be coded on the lowest possible level.
I do wonder how low the GPU is clocked now to save battery. If they will clock it like PSP down the line when hardware moves to 28nm..
Also I know that the Vita renders in tiles. In Asphalt: Injection, these tiles are NOT aligned properly, making them actually visible if you look closely. I don't know if this is some kind of bug or what, but it's throwing me off.
Output from TBDR GPU does not differ from the output generated by the IMR. If there are blocks of any sort they are not related to the hardware. Tiles cannot be misaligned, they have fixed position. Perhaps the game is simply tearing?
Output from TBDR GPU does not differ from the output generated by the IMR. If there are blocks of any sort they are not related to the hardware. Tiles cannot be misaligned, they have fixed position. Perhaps the game is simply tearing?
Have you ever seen an IMR in single buffered mode?Oh, a TBR in single buffer mode can be supremely offensive, even compared to an IMR .
Have you ever seen an IMR in single buffered mode?
Certainly - I'll arrange to have one (or a suitable substitute) delivered to the room opposite your office at around 10:30 am tomorrow.I have, do I get a cookie ?
The fact it would be the same place and time as the treat of the week would be a purely fortuitous.Certainly - I'll arrange to have one (or a suitable substitute) delivered to the room opposite your office at around 10:30 am tomorrow.
It's quite awful.Would you agree, though, that single-buffering on an IMR is not pretty?
I'm pretty sure the vita uses a non-pentile AMOLED screen.
Wipeout definitely runs at native screen res and some some really good AA as well.