So, there's really no reason not being able to use triple buffer on the 360 eh? I do get your point, however it's not like the 360's got infinite amount of power. What puzzles me is that there are those games that would clearly benefit from the triple buffer that they don't do so in the 360, for example, Fallout 3. Sure, it runs smoother than the PS3 version, but it still tears considerably especially on the close up slow-mo scenes which in turn, affects significantly to the overall IQ. It's not that the game use better quality textures or anything (in fact it's got worse textures) There's really no logical reason not to use the triple buffer here.
As for the input lag, I'm not sure in practice (since I'm no dev ), but in theory, dynamic triple buffer would reduce input lag (it would lag just as much as the double buffer with v-sync) if you make use of the third buffer when the frame rate dips below 30. (in this case it will lag only when there're frame dips) I participated Uncharted 2 beta, and didn't really feel any more input lag over
I wonder any other dev here can provide a clear answer, I don' think it's purely a coincident that you don't see the triple buffer on neither multi-platform, nor exclusive on the 360 .
BTW, CryEngine 3 should be near complete as they'd be shipping out SDKs on coming month.
I think we could speak for hours but the 'facts' what shows?: triple buffering very rare on the 360 and although the multi benefits are more on the 360, it's more easy to see triple buffering on the ps3 than the reverse, even some titles with ue3 on the ps3 use triple buffering (50 cents, wolfenstein etc). I never seen triple buffering in the ue3 titles on 360. And capcom, probably one of the best developers on the 360 to achieve concrete results, why prefers sacrifice IQ whether triple buffering not require too much? A coincidence? I doubt it.
Last edited by a moderator: