Quote:
Originally Posted by
msimpson 
Triple buffer with v-sync sounds like some overhead that only certain devices will be able to support. Also sounds like the are grasping for straws because they are inherently flawed because they are running bytecode in a VM and the graphics are not that easy to handoff to the GPU units.
Interestingly, triple buffering actually
increases input lag, by one frame (or about 16 ms) to be precise. V-sync doesn't really add any overhead in terms of processing, but it doesn't help a lot to increase rendering performance either. Only if you have a device that is rendering at over 60 fps right now, but with major spikes and dips in the framerate, syncing at 60 fps may improve perceived smoothness of animations. If you have a device that renders very close to 60 fps max, adding vsync will again
worsen input lag and perceived UI smoothness, because vsync will effectively peg the rendering speed to 60 fps, 30 fps or 15 fps, ie: you will see major choppiness if you have a device that would be rendering just below 60 fps with spikes above it, if it were rendering without vsync.
All of this is about the most basic knowledge of rendering and has been known in the game industry for over 30 years, so it's almost a joke that Google is trying to spin this as some kind of major innovation that will all of a sudden fix all the UI lagginess you see on every Android device, no matter how fast the hardware.
The Android shills hanging around here are really getting a little predictable by the way, just repeating anecdotes how they really do not experience any input lag even though Google apparently does, and pointing to completely unrelated (supposed) problems the iPhone would have, even going back as far as the 3GS which is now over 3 years old, it's not really cutting it anymore guys. Not really good advertising for Android if even the shills can't come up with anything better anymore.