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| Issue with Windows 7 and native resolutions. |
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| AndyWarne:
--- Quote from: bitbytebit on April 21, 2011, 11:30:19 pm ---That makes sense, I think in Windows 7 they've somehow broken interlaced modelines, and these are probably some of the results of whatever Microsoft broke. --- End quote --- There are no problems with interlaced modelines themselves in Windows 7. The problem is that Direct3D is unable to create a window when the required resolution involves a switch from interlaced to non-interlaced or vice-versa. |
| krick:
There's definitely something weird happening with interlaced resolutions though. When I ran Asteroids at 640x480 interlaced, it created the window fine, it was just running at 50% speed. |
| bitbytebit:
--- Quote from: AndyWarne on April 26, 2011, 01:07:13 pm --- --- Quote from: bitbytebit on April 21, 2011, 11:30:19 pm ---That makes sense, I think in Windows 7 they've somehow broken interlaced modelines, and these are probably some of the results of whatever Microsoft broke. --- End quote --- There are no problems with interlaced modelines themselves in Windows 7. The problem is that Direct3D is unable to create a window when the required resolution involves a switch from interlaced to non-interlaced or vice-versa. --- End quote --- It sounds like the refresh rate for them might be off or something, from what krick is saying, how for some reason the games are running at 30hz on an interlaced 60hz resolution. Not sure where that is coming from, but maybe windows 7 is reporting to mame the desktop is 30hz or something weird like that. |
| Calamity:
--- Quote from: bitbytebit on April 26, 2011, 01:34:52 pm ---It sounds like the refresh rate for them might be off or something, from what krick is saying, how for some reason the games are running at 30hz on an interlaced 60hz resolution. Not sure where that is coming from, but maybe windows 7 is reporting to mame the desktop is 30hz or something weird like that. --- End quote --- I had heard that before, W7 users had their interlaced modes reported at half their vertical refresh. Although that's true in a sense, as with interlaced modes a complete frame is rendered in two passes, there are actually two sync pulses triggered and just one of them reported it seems. |
| krick:
--- Quote from: bitbytebit on April 26, 2011, 01:34:52 pm --- It sounds like the refresh rate for them might be off or something, from what krick is saying, how for some reason the games are running at 30hz on an interlaced 60hz resolution. Not sure where that is coming from, but maybe windows 7 is reporting to mame the desktop is 30hz or something weird like that. --- End quote --- Is there any way we can test this? Maybe a small DirectX app that just runs and displays the refresh rate that windows is reporting. It would probably be useful if it could run in both DDraw and D3D so we could see if there was any difference. The one variable here, however, is the ArcadeVGA 3000 drivers themselves. Since the XP x64 and Windows 7 drivers are different, there's no way to be sure if the refresh rate reporting difference is due to Windows (and DirectX) or somehow related the video drivers. |
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