
Originally Posted by
ProblemSolver
It seems like that the problem lies within the geometry, i.e. memory bandwidth. Doubling the frame rate cuts the bandwidth in halve with respect to a frame. That means that the current code isn't able to deliver the same amount of geometry within halve the time of a single frame displayed at 60fps. Possibly WipEout HD has maxed out the (aggregative) bandwidth of the PS3. In this case only a reduction in geometry can solve the problem.