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Old 20 May 2012, 12:52   #36
Dr.Venom
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Join Date: Jul 2008
Location: Netherlands
Posts: 485
Quote:
Originally Posted by Toni Wilen View Post
Try some demo or games that actually do something nice with copper if you want higher cpu usage
I'll try a few to see what it does

Quote:
-extraframewait is not compatible with feature that subdivides frame to multiple emulation chunks (currently 3). First chunk emulates first 1/3th of scanlines, then wait, next emulate following 1/3 of scanlines and so on. This makes sound more stable (sound buffer can be smaller than 1 frame without guaranteed underflow)
OK, that explains it. Sound is definately more stable than before, and being able to have a buffer shorter than 1 frame is also quite cool so that shouldn't be lost..

Quote:
I think it is possible to adjust -extraframewait so that extra value is substracted from total wait, "pushing" start of frame emulation forward and also shortening the wait between chunks. (instead of pushing whole frame to next vblank period)
That sounds like a great idea. I definately hope that could work, being able to shorten input latency to the max while keeping the benefits of the more stable sound buffer.
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