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| So What Cause's The Stuttering Sound Problem With DirectDraw?? |
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| RandyT:
I agree that being concerned about being "1 pixel off" is ridiculously anal. However, that wasn't really the point of my statements. As time marches on, leaving things like DDraw and CRT based displays in the decrepit past, there will be artifacting of the games display due to digital displays having a fixed resolution. We aren't talking about "1 pixel" in these instances, rather hundreds of pixels that can range from being mostly unnoticeable to causing something to appear misshapen. Currently, and please correct me if I'm wrong, those with digital displays, who are looking for display accuracy, need to use DDraw. Which is why I was suggesting that before DDraw is completely laid to rest that modifications somehow be made to the D3D side of things that would provide similar functionality. BTW, it may very well be that the only solution to the "accurate image on a digital display" issue will be to use a larger monitor with a game image that utilizes only the portion in which a multiple of the original resolution is able to fit. That should add a few bucks to a cabinet project. RandyT |
| lettuce:
Well tried D3D and Ddraw, and there is no difference bewteen the 2, Super Contra still runs at 85% when triplebuffer is enabled regardless of if its using D3D or Ddraw |
| Jouster:
Couldn't you simply turn off DirectDraw3D? I was having the same stuttering sounds on my system until I disabled it through MaLa...no more stuttering and everything works fine. I'm using a LCD PC monitor...don't know if that makes a difference. Jouster |
| AndyWarne:
When a normal card is being used, D3D is pretty much equal to Ddraw/hardware stretch in terms of quality, and is faster then Ddraw because the scaling of the screen is being done with later and more advanced hardware and software. This does not apply when using the ArcadeVGA card in a native res since no scaling is being done. Using Ddraw anables all the scaling to be turned off and so the card works fast, pretty much as it does in DOS as the drivers and the Windows graphics interface are not having to do much work. At no point are there large amounts of data to process as there would be when scaling onto a high-res screen. I have not yet found a way to turn off all scaling in D3D. As an example, if you consider a game which runs at 304 X 256 and you run this at a screen resolution of 320 X 256, using Ddraw results in an exact map of the game pixels onto the screen, with an un-noticeable border of 8 pixels either side. If you try this with D3D, it attempts to re-scale the 304 pixels onto 320. This results in vertical lines of pixels being duplicated to fill out the spare space. The result of this is a distorted picture and is very noticeable. If anyone can find a way to disable all stretch in D3D this would be very useful. Remember that in addition to disabling all stretching, the result must also be the addition of equal borders each side when needed, something that Mame/Ddraw does very well. This is particularly important on vertical games on a horizontal monitor. Aaron already has an ArcadeVGA card but insists on using Vista 64 bit which I am still working on the drivers for. I'll get onto this and try to get them finished. Andy |
| lettuce:
Yeah i though i didnt notice any difference between D3D & Ddraw. Andy i have the ArcadeVGA card based on the R9250 card, how much more of a performance increase does your new version 2 AGP card give over the AGP R9250 card i have now?? |
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