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Potential problem with vsync+multiple monitors?
#286160 - 05/13/12 04:53 AM
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I can't seem to reproduce this consistently, but I figure I should pass this along to see if anyone else has any ideas.
Using VSYNC with multiple monitors has a rough 50% chance of causing MAME to run normally until the emulation starts (read: pre-start warnings about not supporting cocktail rotation work fine) but once the game actually starts up, MAME stops taking input at all and has to be end-tasked.
It MIGHT be multithreaded-related, as turning that on seems to have made it worse, but I'm not 100% sure. I don't have enough to go on to get this to MAMETesters, so I figure my best bet is to get this one over here to see if anyone else can reproduce it.
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Try checking the MAME manual at http://docs.mamedev.org
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R. Belmont |
Cuckoo for IGAvania
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Reged: 09/21/03
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Posts: 9716
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Loc: ECV-197 The Orville
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Re: Potential problem with vsync+multiple monitors?
[Re: Firehawke]
#286317 - 05/14/12 10:25 PM
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I'm not sure vsync on has a coherent meaning on multiple monitors. You're displaying one game with one refresh rate on two monitors with potentially differing fixed refresh rates, after all.
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Re: Potential problem with vsync+multiple monitors?
[Re: R. Belmont]
#286331 - 05/14/12 11:58 PM
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How exactly can we limit tearing without introducing additional frame latency (read: triple buffering) on a multiple monitor setup, then?
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Try checking the MAME manual at http://docs.mamedev.org
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