Build Your Own Arcade Controls Forum
Main => Main Forum => Topic started by: delt31 on July 18, 2015, 10:34:03 pm
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For the life of me I can't figure out why. It's not all the time but generally right before the fight begins (character doing their FMV and then right before the match opens, sound stutter) and during a fatality move - basically the transistion from end of match to fatality. Does anyone else have this? I'm running a beast of a pc (980 gtx) too. Pretty much just KI. Any suggestions? I've tried vsync, synch to monitor refresh speed, etc.
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You might need to turn off unnecessary services that are running in the background.
You could have a Monster PC, but bottlenecks are abound in Windows, especially Vista.
Try running it in Tiny XP and see if KI still has a sound issue.
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Just checked on two machines. No issues. One is my gaming rig (i7-960, R6870) and the other is my big 4-player MAME cab (Phenom II X3 3.0@3.7, R5750).
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This was already posted some time ago. Search forum ;)
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This was already posted some time ago. Search forum ;)
I checked and no answer was given.
I have nothing running in the background. for guys who get no stutter, try hitting orchid off the stage - no stutter right before it happens? If not, please send me your display and sound settings. Maybe it's that. I've tried so many without luck...
EDIT _ so some progress. If I turn on refresh speed and set the hz to 60 manually, i get rid of almost all the randomness (before fight, hit off stage). It still skips during the end of the long intro (transistion from into to demo stage) but I can live with that random one...
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I have set frame_delay 2 and mt on. On G3258 4,2 GHz I didn't noticed any sound distortion.
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I have set frame_delay 2 and mt on. On G3258 4,2 GHz I didn't noticed any sound distortion.
thanks but what is MT? Frame delay would not make it run as smooth as original no? I'm assuming frame delay is frame skipping in options right?
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Multithreading.
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Multithreading.
OK I have that turned on (set to 1). Is my understanding of your frame delay correct? That's basically a frame skip right?
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Nope
This is the only option where the Groovy MAME user must really make an extra effort of testing and configure the emulator in a per-game basis in order to get the best possible emulation out of it (particularly, regarding the input lag issue), since this feature is heavily dependent on the computer's CPU and the usage every emulated game in particular makes of it.
The frame delay feature actually serves two purposes:
- Delaying the emulation of a frame in order to get the most up-to-date input state before going into the emulation itself
- Bypassing a frame queue that's built in the ATI video drivers when Direct 3-D API is used which adds a lag of 2-3 frames by itself
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Nope
This is the only option where the Groovy MAME user must really make an extra effort of testing and configure the emulator in a per-game basis in order to get the best possible emulation out of it (particularly, regarding the input lag issue), since this feature is heavily dependent on the computer's CPU and the usage every emulated game in particular makes of it.
The frame delay feature actually serves two purposes:
- Delaying the emulation of a frame in order to get the most up-to-date input state before going into the emulation itself
- Bypassing a frame queue that's built in the ATI video drivers when Direct 3-D API is used which adds a lag of 2-3 frames by itself
Interesting never heard of it. I'm using mameguifx and I don't see this option. wonder if it's even possible in that program
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Groovymame exclusive ;)
Long time ago I had problem with laserdisc games - unstable speed vary from 97% to 103% and frame_delay 2 helped.
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Might need to try it out. Really like mamegufx as it has that lottes CRT shader already embedded into it. If I can someone get that to work with groovy, I'll do it.
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well KI is still stuttering even w/my refresh speed on. damn - if anyone else has a suggestion (besides an exclusive feature to one mame program), lmk.