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Peh said:

1. Why should Nvidia allow a different solution besides their own? You still havn't answered this question. Nintendo has a contract with Nvidia, you know? You have to look at it from a different perspective. Nvidia came up first with the technology for their GPU and still wants to promote it.

You are just playing with Semantics. It doesn't matter if Nintendo and nVidia push for their own solution. Nor do I particularly care.

The original argument was thus: It would have been trivial for Nintendo to have Adaptive Sync/FreeSync in the Switch to avoid screen tearing and not have to deal with V-Sync double/triple buffering which could add to input lag.

And thus far you haven't been able to provide a definitive argument to counter that.

Peh said:

But why stop there. Get a Nvidia graphics card, develop a converter which uses the adaptive refresh rate standard and hook it up to any display that supports it. Again, do you think that Nvidia will let you do it? Remember when people used Nvidia GPU for PhysX rendering and AMD for visual rendering at the same time? The moment Nvidia heard about it, they developed a driver to stop it. And I believe, if Nintendo would developed something on their own for adaptive refreshrate, Nvidia would bitch about it. They just don't like to be fucked. It's not as easy as you make it out to be.

Why do you assume it's even up to nVidia? Nintendo could have opted for a 3rd party solution.


Peh said:

3. Why do you make it so difficult for me. The N64 wasn't made for higher res, because it itself doesn't exceeds the resolution of a standard CRT TV. The image it rendered looked ok on those TV's. On modern TV's it looks like crap. On any higher res TV during that time, it still looked like crap due to higher upscaling. So standard CRT TV's offered  the best picture available during the time. It achieved what the image quality that it should do. A higher resolution (higher than the most common standard) on the N64 would increase the costs even more if they intended to go for way higher resolutions during that time.



Great. So you agree that the Nintendo 64 wasn't built for any specific display standard back then as it fell short of all available standards?


Peh said:

4. What?

You can still post your reply, I will read it, but probably, won't bother replying anymore. Got way more important stuff to do.. like playing MK 8 D on my switch :3

That's fine. We have established that you were wrong in multiple points anyway like:
* Nintendo 64 fell short of PAL/NTSC/SECAM resolution standards.
* Nintendo Consoles can have screen tearing.
* There are benefits to Anti-Aliasing and that there are no excuses why it wasn't added in Mario Kart 8 Deluxe.
* That having no Freesync or similar to be implemented in Switch sucks... But that it's possible to be added in a future console revision.
* Your knowledge of Australian Slang is extremely limited.

Enjoy your day.




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