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jlmurph2 said:

What makes you think 3 360 games are going to have screen tearing?


Because I have never seen one 1080p game with triple buffering on XB1. Not one. And a triple buffer on a fluctuating 60fps game is mandatory IMO. 

Forza 5 is locked at 60fps, so no need for triple buffering.

Why do you think they capped the framerate at 30fps on the XB1 Tomb Raider DE game? Because it had only double buffering, we can see screen tearing on the DF perf video when it drops under 30fps. (Yes DF is biased and never mentionned it, even if they don't hesitate to mention such things on any PS4 analysis like if a PS4 game as one occurrence of tearing in one pre-rendered FVM cinematic (like in Metro Redux), or when a Lego game has like one tearing every 5 hours of game, don't worry they will write it.)

The others non-100% locked 60fps games at 1080p (or even 792p like Titanfall) 60fps have all excessive amount of screen tearing. Easy to lock the framerate on a closed racing game with 2D sprites for trees and characters and noAA, sport game in a closed room or 2D game, harder on a FPS game with open environments like Halo 3 and 4.

Even  Metro Redux at 900P 60Fps has some drops and rare screen tearing (during gameplay) on XB1 and it runs at 720p~30fps on X360. As Halo 3 and 4 are roughly similar at what Metro was doing on X360, how are they goonna port those game from 720p30fps to 1080p60fps when similar game like Metro was only ported from 720p30fps to 900p60fps? And we know Metro devs (Deep Silver) are wizards and master at optimizing on consoles, already on PS360, I mean they are ukrainians!