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Author Topic: frame delay  (Read 293 times)

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digitron

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frame delay
« on: July 07, 2019, 04:13:41 pm »
Since upgrading to GM v. 211, when displaying frames (F11) I've noticed that the frame delay increments upwards of 110% - 300%, basically going past the normal 100% at 7 or 8 frames of frame delay. It's almost as if it's already maxed out when frame_delay is set to 0, something change or did I accidentally hit something in mame.ini? I mean, if it's happening automatically, that's cool I guess? lol

Auto frame skip = Off
Frame skip = 0
« Last Edit: July 07, 2019, 04:22:37 pm by digitron »
GM 211, Win7 64 Bit, i5-2400 @ 3.1Ghz, ATI HD 5750, 8GB RAM, 256GB SSD

schmerzkaufen

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Re: frame delay
« Reply #1 on: July 08, 2019, 04:55:30 am »
What you see pressing F11 is the refresh speed, 100% means it's matching the game's original, so it's supposed to stay at 100%.

And frame_delay doesn't create frames it's 'splitting' a single one (the last remaining undesired one, that's not what it actually does but the explanation is longer)
I've seen several users mistake frame_delay for RetroArch's run-ahead, but they're not the same thing at all, also people who've had experiences with other mame builds or RA generally modify several settings in Groovy assuming they work similarily, like we've seen in the case of the sync options...but nope they often don't ^^

Saying this though, I'm not sure what's going on for you, hopefully Calamity will have a look since you've attached a log. I'd suggest you attach your mame.ini as well.
GroovyMAME oddball LCD user: W7 64, viewsonic vx3211-mh, i5-4690k @4.1GHz, Rx 570, crt_emudriver 2.0b15

digitron

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Re: frame delay
« Reply #2 on: July 08, 2019, 10:10:16 am »
I'm dumb. :lol

I had mapped "Frameskip Dec/Inc" to my fightstick buttons and thought it was the same as the frame delay in the sliders. Sliders work perfectly fine, close case.

As always, thank you for the reply schmerzkaufen!
GM 211, Win7 64 Bit, i5-2400 @ 3.1Ghz, ATI HD 5750, 8GB RAM, 256GB SSD