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View Poll Results: Variable or Locked V-Sync?

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  • Variable V-Sync w/4xMSAA (same FPS)

    0 0%
  • Locked V-Sync w/no AA (same FPS)

    3 23.08%
  • you could care less... you'll play anything in any light

    10 76.92%
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Thread: Locked or Variable?

  1. #1
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    Default Locked or Variable?

    If you had your choice, which would you choose?

    (this isn't for arguing, simply to see where the board stands)

  2. #2
    Hero of Algol kool kitty89's Avatar
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    Vsync doesn't affect rendering speed whatsoever... it does affect framerate (can lower it) due to frame skipping/limiting to avoid tearing. (ie if tearing is allowed, you get a higher net framerate due to partial frames)

    It's not intensive at all and would not for any reason make AA less possible. (AA would lower rendering speed, just like high resolution would)



    My take is: have very flexible options across the board, end of story... with defaults obviously, to laymen don't know the difference.

    That's including flexible resolution support (at least among the HD realm -and prefeably support for non TV-specific resolution as well -and variable aspect ratios, etc -1360x768 would be useful for TVs too as many run at that natively... though HDMI is really screwy on many HDTVs -VGA/component is fine)... especially if it's a PC game, that sort of flexibility is already being taken into account when building the engine. (actually, in that sense, supporting 480p specifically would also be a plus for downconvered 480i stuff as you'd have all the benefits of 480p but with poorer final display -on equal quality TVs/monitors)
    6 days older than SEGA Genesis
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    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.
    Quote Originally Posted by evilevoix View Post
    the PCE, that system has no extra silicone for music, how many resources are used to make music and it has less sprites than the MD on screen at once but a larger sprite area?

  3. #3
    Mastering your Systems Shining Hero TmEE's Avatar
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    I don't care for anti aliasing (unless its low res stuff, then you can see all the corners and it would be optimal not to have them so prevalent, and low res AA will have much less performance hit anyway), but having V-sync would be good, but I can live without it.
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  4. #4
    The special-needs snowman Raging in the Streets Olls's Avatar
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    I couldn't care less.

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    bump... hey mods, why don't you make this a sticky....

    k


    chop chop





    (so far, we've got 8 people who don't give a shit about quality)

  6. #6
    Hero of Algol kool kitty89's Avatar
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    Quote Originally Posted by TmEE View Post
    I don't care for anti aliasing (unless its low res stuff, then you can see all the corners and it would be optimal not to have them so prevalent, and low res AA will have much less performance hit anyway), but having V-sync would be good, but I can live without it.
    V-sync really should be a non-issue... it used to be forced across the board on all systems that could manage it... so why not make it an option now that there's an actual demand for it from some who want the max possible framerate at the expense of tearing. (important for certain action games -especially FPS)

    I don't care too much for AA either, I'd want variable resolution/detail options for other things before full-screen AA -ie model detail, texture res/filtering, lighting, particles, reflections, draw distance, etc. (and the resolution/detail stuff would mainly be for improving framerate on problematic games -or for increasing detail at the expense of framerate if you prefer that to the defaults) I often find myself changing detail settings at different points in games as needed, even for consoles. (N64 games with highres support sometimes get too choppy at high res so I drop to low res and then back to high as it allows -some only allow that between levels)
    6 days older than SEGA Genesis
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    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.
    Quote Originally Posted by evilevoix View Post
    the PCE, that system has no extra silicone for music, how many resources are used to make music and it has less sprites than the MD on screen at once but a larger sprite area?

  7. #7
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    Quote Originally Posted by kool kitty89 View Post
    I don't care too much for AA either, I'd want variable resolution/detail options for other things before full-screen AA -ie model detail, texture res/filtering, lighting, particles, reflections, draw distance, etc. (and the resolution/detail stuff would mainly be for improving framerate on problematic games -or for increasing detail at the expense of framerate if you prefer that to the defaults) I often find myself changing detail settings at different points in games as needed, even for consoles. (N64 games with highres support sometimes get too choppy at high res so I drop to low res and then back to high as it allows -some only allow that between levels)
    Why... that sounds wonky as heck. That would drive me freaking crazy if I didn't have a computer powerful enough to simply set the settings to what I wanted for the duration of a game.

    "sometimes"... lol... all 3 or 4 N64 games I've tried the 'high rez' options on (Duke 3d, one of the Turok games, and something else) all ran like complete

    g
    a
    r
    b
    a
    g
    e


    Frame rates in the teens and under... how could 'anyone' play with less than 10 fps is beyond me.
    Last edited by OldSchool; 01-05-2011 at 04:30 PM.

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