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So What Cause's The Stuttering Sound Problem With DirectDraw??
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AndyWarne:
No difference at all. Basically both versions are fine. Simply no performance issues when running at arcade resolutions.
The version 2 card is capable of running high resolutions on a PC monitor as well as an arcade monitor, so it could be argued that someone using the card in this way would find the 9250 card slow on recent PC games compared to more powerful cards. The PCIe X1050 version of the ArcadeVGA is best for PC games. We are planning to continue with the 9250 card for AGP for as long as we can get the chips from ATI. The higher-end AGP chips such as the 9550 have issues with older motherboards and are a compatibility minefield.
Andy
ahofle:

--- Quote from: AndyWarne on August 13, 2007, 03:05:25 pm ---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.

--- End quote ---

Exactly.  I'm no graphics programmer, but I would think it should be possible in software to use the difference between the game resolution and the selected screen resolution and slap on a little black border to compensate for the difference before sending the texture to the screen.  So basically make a texture for the game image, then if the texture resolution is not the same as the screen res, add the border before rendering to the screen.  Is that even possible?  This would make it so no scaling is required, right?

And all this 'one pixel complainers are anal' talk is just nonsense.  You can very clearly see the artifacts, even with one extra pixel stuck in.  We're not talking about 1280x1024 screens here, but closer to 320x240.  One extra line or pixel is very noticeable especially on text. For example, using D3D without bilinear filtering you can very clearly see distorted game text on high score screens.  The letter 'G'  will appear differently from one side of the screen to the other.  Here is an example of Puckman running at 400x300 with D3D and no bilinear filtering.  Look at how some of the dots are elongated one extra pixel.  Even the ghost mouths are clearly artifacted.  You don't have to be an anal freak to notice it or be annoyed by it.
RandyT:

--- Quote from: ahofle on August 13, 2007, 04:02:51 pm ---And all this 'one pixel complainers are anal' talk is just nonsense.  You can very clearly see the artifacts, even with one extra pixel stuck in.  We're not talking about 1280x1024 screens here, but closer to 320x240.  One extra line or pixel is very noticeable especially on text. For example, using D3D without bilinear filtering you can very clearly see distorted game text on high score screens.

--- End quote ---

I agree.

I'm having a hard time relating to the language being used by a few here. "One pixel" does not appear to equal one pixel.  A row or a column is not "one pixel" rather as many pixels as are present in that row, and there are usually a number of these extra rows or columns.  Your image is showing precisely the type of image artifacting I was referring to.  This is what needs to be addressed before  laying DDraw to rest should even be considered.  The filtering will make some of those extra rows less apparent by reducing their overall intensity, but they are still quite visible, especially on a digital display.

It should also be noted that MAME builders often use older graphics hardware / older PC's with onboard video.  The word "normal" does not equate to "modern" with this group, so DDraw can actually outperfom D3D on these systems where often times, if it exists at all, D3D is done quite slowly in software only to provide compatibility. 

RandyT
headkaze:
Would you rather stuttering sound or pixel artifacts?
2600:

--- Quote from: headkaze on August 13, 2007, 06:53:58 pm ---Would you rather stuttering sound or pixel artifacts?

--- End quote ---

You assume they have to be related.
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