Originally Posted by
Chilly Willy
Regardless of what the frame rate is (60, 50, 30, whatever), it's still one single frame each 1/x time period. Say it's 60 Hz progressive. That means the console displays 60 distinct frames each second. If you go with triple buffering, all you are doing is ignoring those frames generated that do not fall on a vblank period. Say a game runs at 180 FPS - on a 60 Hz TV with vsync and triple buffering, you are showing one frame, skipping the next two frames, then showing the fourth frame, skipping the next two frames, then showing seventh frame, and so on. They are never seen in any form at all.
Now if you don't use vsync and simply flip the buffer, the TV has time to show part of the first frame, then part of the second frame, then part of the third frame, all in the first frame displayed on the TV. So you get tearing at each place a new buffer appears, but you at least get to see some of those frames instead of all of one and nothing of the other two. Depending on how fast the game is, this might be advantageous to the gamer... in FPS games, it generally tends to be. If the game only runs at 30 Hz internally, clearly it's not an advantage. It all depends on the game and the person playing. Something like an RPG or The Sims should be vsync'd... something like Call of Duty probably shouldn't. Someone who complains about AA and tearing in a game like CoD is probably having his ass handed to him by all the other players. If you're really into a game like that, you're willing to take ANY advantage you can; there's literally NO TIME to sit around and discuss the merits of AA versus no AA.