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| So What Cause's The Stuttering Sound Problem With DirectDraw?? |
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| headkaze:
--- Quote from: 2600 on August 13, 2007, 08:03:18 pm --- --- 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. --- End quote --- When somone has stuttering sound and switches from DirectDraw to Direct3D and the stuttering disappears, you assume it is related. |
| AndyWarne:
--- Quote from: RandyT on August 13, 2007, 04:27:27 pm --- "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, --- End quote --- In the picture and the example AHofle is describing, one pixel is one pixel. Thats the point, and the reason the problem exists. If you look at the steps in the curved top of a Pacman, each step is one pixel, both in the original game and in graphics memory and on the screen when you are running at the native resolution. There is another issue here as well, and possibly the reason for the sound problems. In recent times, Aaron has been on a crusade to correct the vertical refresh rates of games to make them exactly as the original. This presents a problem with some games. If a game originally ran at, say 61 Hz and you are running it on a 60Hz screen thats fine, but if the game ran at 59.5 Hz this presents problems when locking V-Sync as it means waiting each alternate frame. Nobody could ever tell the difference between 59.5 and 60Hz of course and I put this to Aaron but he stated the aim of the project was for 100% authenticity and he was not concerned with this problem. So the poster above who mentioned using an older Mame version was on track. |
| RandyT:
--- Quote from: AndyWarne on August 14, 2007, 06:38:52 am --- --- Quote from: RandyT on August 13, 2007, 04:27:27 pm --- "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, --- End quote --- In the picture and the example AHofle is describing, one pixel is one pixel. Thats the point, and the reason the problem exists. If you look at the steps in the curved top of a Pacman, each step is one pixel, both in the original game and in graphics memory and on the screen when you are running at the native resolution. --- End quote --- I think I know what a pixel is. I designed computer graphics on graph paper in the 80's when that was the only way to do it. :D I was referring to the fact that, earlier in this thread, it was said a couple of times that being concerned about a 1-pixel discrepancy between the capabilities of DDraw and D3D was being "anal". Using such language mis-represents the greater issue of the generation of extra rows and/or columns, i.e. the artifacting, that occurs and cannot currently be avoided when using D3D. RandyT |
| youki:
--- Quote ---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. --- End quote --- Good point. that's the reason why i used DDRAW for Atomic instead of D3D. Even if it would be lot easier to do all my special effect with D3D. But that's clear for modern video card Direct3D is lot of more performant if you play with alphablending, rotation ,scaling , texturing...etc... If you just need to "blit" , i think DDRAW is still faster. In the context on a emulator, i think blitting is more important. Then for an emulated 3D game , if the emulator tranlate the native hardware api call to D3D api call it could better, if they don't do that, and they just "blit" at the end on the screen , no really advantage for D3D here. |
| Konrad:
Just wanted to throw in that I also have the problems mentioned in the first post. Athlon 3400, 1GB RAM, AVGA2-AGP. There are some games which ran perfectly up to version .116 (i guess this was the last perfectly working version for me) and have problems since .117u?. Some games just have sound stuttering (Speed varies between 92% and 102%, throttle ENABLED), other suddenly have a frameskip of 3-5. I had to disable triplebuffer, vsync or synctorefresh for these games. I have a list of games for which I had to change the inis. I guess its around 20 games. I could post it tomorrow if you want. |
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