Originally Posted by
kool kitty89
The difference shouldn't be that big if triple buffering is used. (it should be almost 58 FPS, even if you're only using a 60 Hz refresh, you only have to drop to integer divisions of the refresh rate with double buffering, triple buffering avoid that... and if a higher refresh rate was used -like 120 Hz sets- you have even more flexibility assuming the console/computer can detect that) And I thought triple buffering was pretty standard last generation... I don't seem to remember even seeing it as an option for any PC games much after 2000. (presumably used by default, a lot of late 90s games had it as an option -but they also had texture filtering, perspective correction, and z-buffering optional -and often support for software renderers)
However, this is just one more thin that would be solved by flexible user defined detail settings. :p (with defaults for "normal" people, of course) That would also mean you'd get a performance boost when running in 720p or 480p rather than 1080p. (480i shouldn't be different from 480p though)
But that would just be one among many trade-offs possible (AA, v-sync, texture detail, model detail, filtering, reflections, particle effects, etc, etc), but more significant for those using 720p sets as there would be no advantage of 1080p, or ED/SDTV users dropping to 480. (what would be really nice is to actually support variable monitor resolutions and aspect ratios like PC games, not just for the odd PC monitor user, but also to allow use of the true native resolution of LCD and Plasma sets, especially the common 1360x768)