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Re: Help getting kungfum to scroll smoothly
07/25/11 03:44 PM
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> Inevitably, emulation will have to compensate for the synchronization mismatch and > this is where you probably want auto frame skip enabled. This will allow it to > catchup and you most likely won't even notice the frame drop. > > I was on the same mission as you (with arcade monitor setup) and wanted my vertical > shoot-em-ups (Raiden, Twin Cobra, etc) to scroll smoothly with no tearing and no > audio hiccups. It was clearly not a CPU problem. Then I read more about syncing to > monitor refresh and triple buffer. Eventually, emulation would be a half-beat ahead > of the screen drawing process and that's when you'd hear an audio stutter, as > emulation was, in a sense, catching up on the gap. (this is how I understand it to > be, anyway) > > With AFS turned on, the trade off is a dropped frame here and there but honestly, my > finicky eye cannot discern this, and I'm a stickler in this area. Finally, I felt > like I was playing the actual arcade game for the first time in forever. Hope this > helps.
Thanks a lot for that insight. Frame skipping did not even cross my mind, as I have not used it in years since I switched from a PIII-based Celeron system to a more powerful one. Frameskipping makes perfect sense in this scenario and I'm eager to try it when I get home tonight. I'm hopeful again.
By the way, what other features did you use in conjunction with frameskipping, vsync or tribplebuffer? Did you mess around with refreshspeed or any of that? If it's easier, perhaps you could post your ini file when you have time?
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