V-Sync on the 360

Shifty Geezer said:
But they will be a frame's lag on the graphics which might impact the experience especially on fast games...

This would be ~17ms at 60FPS and ~33ms at 30FPS right?

The latter is quite a lot indeed...
 
hupfinsgack said:
I am getting how tripple buffering works. However, I don't get where the memory is allocated:
So let's say buffer A, B, C each have 3.5MB.
If A is the front buffer does that mean it resides in the eDram, while B and C are both in the system ram or are all three of them located in the eDram?

EDRam is really just a working space.
Although you could technically work with just one off screen buffer and double buffer it really isn't practical.

So to tripplr buffer you have 3 buffers in main memory.
 
pipo said:
This would be ~17ms at 60FPS and ~33ms at 30FPS right?

The latter is quite a lot indeed...
Yes, you'd be looking at that, because the frame you're currently rendering isn't going to be shown for a whole frame. I guess that's the main reason it's not used. I don't know that I've ever exerienced a triple buffered game to see for myself how the lag affects it.
 
Shifty Geezer said:
Yes, you'd be looking at that, because the frame you're currently rendering isn't going to be shown for a whole frame. I guess that's the main reason it's not used. I don't know that I've ever exerienced a triple buffered game to see for myself how the lag affects it.

Didn't DX9 make triple buffering standard for all (DX9) PC games?
I believe quite a few gamecube games use triple buffering as well.
 
ERP said:
EDRam is really just a working space.
Although you could technically work with just one off screen buffer and double buffer it really isn't practical.

So to tripplr buffer you have 3 buffers in main memory.
So ERP, can you think of any reason not to support triple buffering to avoid tearing?

I hate to say it but...
PeterT said:
For the record, I agree that tearing is one of the worst technical visual flaws a game can have, followed closely by a lack of AF on ground textures ;)
...both of these issues seem to be nothing but laziness. :???:
 
Personally I find tearing objectionable, but it's not my call for every game on the market.
 
ERP said:
Personally I find tearing objectionable, but it's not my call for every game on the market.

Do you have influence over this factor in the games you(ve) worked on? Is this something publishers/higher-ups have chimed in on?
 
Influence can range anywhere between a demand and a well timed suggestion depending on how far up the chain you are on the project. ;)
 
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