08 March 2013, 03:54 | #21 | ||
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Without looking at your code, you probably use a high-precision multimedia timer presently? Running off when the previous frame-flip returns, as a guesstimate of when the next frame flips? Either way, I'll leave it to you to decide the best way to handle black-frame insertion. Sounds quite tricky with your architecture at the moment. |
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08 March 2013, 04:08 | #22 | |
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1. This will be difficult to reconcile with black frame insertion, since you'll have nasty moments of flicker when perfect sync isn't maintained. One method is to occasionally swap a black frame with the frame, to give you another 8.33ms of time to finish processing, instead of causing a tearing issue. This will still cause a noticeable flicker issue, though less objectionable than double-black-frames.: #=a visible frame / 0=black frame 1,0 | 2,0 | 3,0 | 0,4 | 5,0 But most computers that use a 120Hz monitors are fast computers anyway, so you might not want to bother. 2. Couldn't you use RasterStatus.ScanLine to guesstimate whether or not you missed the frame flip opportunity or not? It might not provide perfect guesstimating, though. 3. What about the idea of simply decoupling the black frame insertion from emulator frame delivery? e.g. let emulator framerepeat and frameskip if it doesn't have a frame ready? Basically, you'll always have black frame insertion always at every odd-numbered refreshes, regardless of how fast or how slow your emulator is running. Example: #=a visible frame / 0=black frame 1,0 | 2,0 | 3,0 | 3,0 | 4,0 or 1,0 | 3,0 | 5,0 | 7,0 | 9,0 This actually looks MUCH better in other varible-framerate software (based on my testing). The emulator would just simply run at whatever speed it does, and your frame flipping logic would execute on the clock (e.g. 2 milliseconds before blanking interval), alternately flipping to a visible frame or flipping to a black frame (instead of flipping to the currently held frame). This may require modifying your emulator logic to always execute the frame flipper always a certain amount of time before the computer's blanking interval. Make sure you have a backup method instead of RasterStatus.ScanLine, though (unless you've already used it and confirmed it doesn't work)... Although I'm not sure if anyone really wants to run the black frame insertion trick for any framerate other than framerates synchronized with the emulator (e.g. 60fps@120Hz). That's the only time where the benefits of black frame insertion really shines. Thus, it is probably best to leave black frame insertion disabled for emulator rates other than situations where Hz is a multiple of fps. So the above method may not be worthwhile. Tearing may actually be better, but is a bit too complicated to reconcile with black frame insertion, so you may need to enforce non-tearing modes with black frame insertion... Last edited by mdrejhon; 08 March 2013 at 04:23. |
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08 March 2013, 09:39 | #23 |
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Yes, I use D3D/DD scanline reporting and QueryPerformanceCounter() in low latency mode to predict when next vblank is going to happen.
It is not that simple to decouple black frame insertion because display is "shared" (both real display and black screen use same context), you must be careful not to block normal rendering and/or render it in wrong order. Time to emulate one frame can't be predicted (one frame may take 1ms, next frame may take 15ms!). This needs extra syncronization. |
11 March 2013, 10:54 | #24 | |
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http://eab.abime.net/showthread.php?t=66975 http://eab.abime.net/showthread.php?...light=3dvision i had tryed to intercalate black screen between 2 frames for test in amig demo running on winuae with refresh rates to 120 htz with success but not perfect.... ps: i use ASUS VG278HE Last edited by CFou!; 12 March 2013 at 12:08. |
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11 March 2013, 10:58 | #25 | |
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i will test mame 148 i hope mame plus will be support it Last edited by CFou!; 11 March 2013 at 12:38. |
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11 March 2013, 11:00 | #26 | |
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11 March 2013, 18:56 | #27 | |
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without change in my configuration (3d vision activated) i'am just testing: - BC kid - turrican - my GNG intro of course i must press Crtl+T to remove 3d vision mode and it's smooth using exact cycle (tested with foollowing refresh rate 100, 120 144 hz) just 2 bugs: - sometimes i can see a back screen (as desynchronised) - i can see a black trame (on pixel on 2) but not visible on screenshot |
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11 March 2013, 23:45 | #28 |
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I have tested BC Kid and Turrican and I get no black screen ever except one of the BC Kid pirate intros, that it pops sometimes (about every 10-20 secs), but none in games.
I tested them at 120Hz, low latency vsync, cycle exact, 1920x1080 with triple buffering and null filter with scanlines and bilinear activated. |
12 March 2013, 19:04 | #29 | |
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but i have a little bug with same configuration between previous winaue version and strobe beta version, i can see pixel are badly displayed with stobe version ( indeed there are like a RGB filter and it's not pretty be example a white pixel are not white as on winuae stable release but i can see RGB pixel!!! as on old pixel zoom on crt monitor.... have you same probleme.... |
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12 March 2013, 23:09 | #30 |
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Mmm I have it ok but I had some trouble at first to get image right, maybe it is related to beta due to this:
"- Multiple Direct3D shader filters can be enabled simultaneously, optionally shader can be now run after scaling and filtering." |
13 March 2013, 00:56 | #31 | |
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it's looks like a RGB filter.. with strobe's winuae version bug dispairs if i don't use double or trible buffer but in this cas no strobe effect and no smooth scrolling of course |
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13 March 2013, 08:33 | #32 |
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Note that filter adjusments are completely reset if you switch from pre-2.6 to 2.6.
EDIT: and this is useless information without screenshots, logs and config file. Last edited by Toni Wilen; 13 March 2013 at 08:54. |
13 March 2013, 11:39 | #33 | |
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i noticed also on RTG screen in fullscreen mode (not window) lost of colors and bad color!! after pressing ctrl+ i'll try to send screenshot for information i am no problem with mame-strobe version=>very smooth without colors problem ps: what is high-end rom? is existing rom for high-end amiga machine supported by winuae? |
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14 March 2013, 00:08 | #34 | |
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screenshot are black screen or good no visual problem but real picture in uae have curious colors. white pixel are not white it's grey and i can see RGB pixel!!!! but not on screenshot... can it caused by nvidia sli (both gtx580 in sli)? Last edited by CFou!; 16 March 2013 at 00:47. |
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14 March 2013, 08:35 | #35 |
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winuaelog.txt is missing and you really should check when the problem started, I am 99.9% sure it has nothing to do with lightboost and most likely nothing to do with 2.6 betas either.
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14 March 2013, 09:14 | #36 | |
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Regards, Bertrand ps: thank for your heavy and marvelous works with winuae!! |
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16 March 2013, 00:47 | #37 |
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HERE MISSING FILES/
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16 March 2013, 02:25 | #38 |
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for information several month ago, i have constated than 2D scrolling on winaue or pc game (scrolling in main menu of just cause2/shank) was also smooth than a real amiga on CRT monitor but only in 120hz mode with 3d vision glasses.
so i had coded using winaue in a Vertical Blank interrupt a little code to display 1 frame on 2 in black (see joinded file for test using gng trainer now) i launched this on winuae on 120hz screen without 3d glasses. i have product not LCD bad blur effect and scrolling seems smoothes but: - intro slowdown (1 frame on 2) - i can see black screen switch but i knewn it's possible to display smooth scrolling on LCD now i am happy mame and winaue can do it thanks a lot for that Last edited by CFou!; 28 November 2013 at 10:38. |
16 March 2013, 15:21 | #39 |
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16 March 2013, 15:37 | #40 | |
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no problem with other no beta version with 100hz/120HZ/ i will try with another Beta version without strobe support this version by exapme: http://eab.abime.net/showpost.php?p=870793&postcount=91 i'll confirme to you |
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