Hum... Looks like you're rightVsync nothing of special What dou talking about? Cut the fps to the half I knew. So why don't use it if isn't so special ? And re5 yes have a large amount of tearing too at 720p in some moments.
Basically v-sync is nothing special instead of displaying a torn frame you drop a frame (which happens in RE5). Why capcom didn't implement it on the 360? It's a bit of a mystery if you ask me.digital foundry said:Capcom has taken two entirely different approaches to the frame rate on both platforms with Resident Evil 5. Contrary to early interviews with Capcom, the game isn't running at 60fps, instead operating at the more usual 30fps, albeit with some frame-blending in effect to make it look perceptually smoother. Overall, this effect works well.
The major difference is that Xbox 360 runs with v-lock disengaged, while the PlayStation 3 code has absolutely no tearing whatsoever. However, similar to Grand Theft Auto IV - which operates in the same way - the Xbox 360 version has a tangible advantage here on two fronts. Firstly, it drops far fewer frames than the PS3 code, and secondly, the response from the controls is significantly crisper, particularly when the environments are chockfull of opponents. And again, similar to GTAIV, while the tearing is there, it's pretty much unnoticeable in gameplay (cut-scenes are another matter).
To give some idea of the difference in performance, here's a frame rate analysis video comparing two scenes from the game from the first and second chapters respectively, followed by a more lengthy QTE section (essentially a cut-scene with the occasional button-press). The numbers at the top are fairly self-explanatory, as are the graphs - both being averages of a set number of frames. Where you see a green vertical line, that's an indication of a torn frame on the 360 version. A blue line would indicate the same thing on the PS3 build, but you won't see any of those here due to the v-lock.
They have the 360 doing more stuffs as described in this article with overall better frame rate at the cost of tearing.
It's not the only case of weird choices (see bionic commando) developers are in search for parity but in the same time make pretty significant decision in the way they implement game on the both platform. I wonder if it could be a MS/Sony issue say at validation MS ask for some thing Sony others, etc.