It's interesting that many PS3 games are triple buffered VSYNC while there are almost no Xbox 360 games that use triple buffered VSYNC, instead tearing frames.
It's really weird, multi platform games run noticeably better on Xbox 360 with high native resolution, higher framerates, better anti-aliasing solutions, yet they often have triple buffer VSYNC on PS3 while opting to tear frames on the 360.
Where are you pulling this stuff from? Making it up as you go along?
...
What is with your attitude man?
I get most of my information from Digital Foundry articles where they compare the multiplatform games in a technical fashion.
It's common knowledge that there are more triple buffered VSYNC games on PS3 than Xbox 360. You can also read about it here on beyond3d >
http://beyond3d.com/showthread.php?t=58922
Why do you keep responding to my posts in such a disrespectful, negative manner?
Almost anytime I post I can count on you to quote me and call me a troll, question my knowledge in very disrespectful manner etc...
What is your problem with me cmdrdredd?
i just remember uncharted 1 had the worst screen tearing i think i've ever seen in a game. it literally gave me headaches.
This is mostly true, but some games do dip in framerates. UMVC3 on the PS3 and Dark Souls on every system, for example.I don't see why consoles need vsync. It isn't like the PC where the framerate is variable - nearly every developer will implement a 30 or 60 fps limit and that will, of course, sync with HDMI.
Framerates aren't a free for all on consoles, so is vsync is really needed when framerate caps are in place already? On the PC it is needed because depending on your configuration, your framerate could be 30, 100 or 250. For high framerates vsync makes sense.