#72622 - deltree - Mon Feb 20, 2006 4:19 pm
can anybody test it on real hardware, and tell me if it's smooth ?
(A to shoot, B to summon enemies)
http://superdeltree.free.fr/download/shmups.gba
it is not very smooth on VBA emulator for me...
thanx.
Last edited by deltree on Mon Feb 20, 2006 4:25 pm; edited 1 time in total
#72623 - tepples - Mon Feb 20, 2006 4:22 pm
I checked it, and it looks smooth. Try adjusting your emulator's frameskip. If you have at least a 1 GHz PC, you can set frameskip=0 and automatic=Off and it'll work. Sometimes you can get no$gba to work with less frameskip than VBA.
_________________
-- Where is he?
-- Who?
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-- I think he moved to Tilwick.
#72624 - deltree - Mon Feb 20, 2006 4:30 pm
maybe I'm exepting too much...
my specs: 1,8 ghz, 1Gb RAM, Geforce 6200, no frameskip, no automatic, tho, it's not perfectly smooth....
PS:indeed, thanx for your help on previous post
#72631 - tepples - Mon Feb 20, 2006 5:16 pm
Do any other GBA programs run as smoothly as you're expecting?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#72650 - nmain - Mon Feb 20, 2006 9:17 pm
if your monitor's referesh rate is not 60hz (or an integer multiple of it), then whether you are using double buffering, double buffering with vsynch, triple buffering, no buffering, or satan magic, there's no way to get around studdering in an emulator. For example, every other frame will be displayed for twice as long if your refresh rate is 90hz, and a 1 2 2 3 4 4 5 6 6... pattern will be percieved as studdering.
#72653 - deltree - Mon Feb 20, 2006 9:25 pm
nevermind, it cannot be any smoother actually, that's fine.
#72655 - tepples - Mon Feb 20, 2006 9:41 pm
nmain: What about if you're using trilinear interpolation? In a 90 Hz pattern it might look like 1 (1+2) 2 3 (3+4) 4 5 (5+6) 6 etc. Or would that be "satan magic"?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#72660 - nmain - Mon Feb 20, 2006 9:56 pm
tepples wrote: |
nmain: What about if you're using trilinear interpolation? In a 90 Hz pattern it might look like 1 (1+2) 2 3 (3+4) 4 5 (5+6) 6 etc. Or would that be "satan magic"? |
=D
Well, something similar is used in the cinema->home dvd pulldown, and that stuff doesn't look too bad, right? I didn't mean to exclude the possibility of somewhat overcoming the refresh rate issue with clever filtering; but I haven't seen anything of the like that pulled off in console emulators; most just have "normal", "blurry", and "uber blurry" post processing effects.
But it sounds like a really good idea. I've put it at the bottom of the todo list for my GBA emulator. ;) I'm using opengl for output, so it would just be a question of holding two consecutive frames in different textures and then figuring an alpha between them based on the screen refresh rate, and letting the hardware do the work; doesn't sound too bad.