Main > Main Forum
Issue with Windows 7 and native resolutions.
Calamity:
--- Quote from: krick on April 26, 2011, 02:32:55 pm ---Is there any way we can test this? Maybe a small DirectX app that just runs and displays the refresh rate that windows is reporting. It would probably be useful if it could run in both DDraw and D3D so we could see if there was any difference.
--- End quote ---
Try Arcade_OSD, a tool that's inside my drivers download:
http://mario.groovy.org/GroovyMame/WindowsATIDrivers/
It will show your available video modes reported by Windows (xres, yres, vfreq), and also will allow you to measure the real refresh rate of a given mode by pressing the coin button (5).
--- Quote from: krick on April 26, 2011, 02:32:55 pm ---The one variable here, however, is the ArcadeVGA 3000 drivers themselves. Since the XP x64 and Windows 7 drivers are different, there's no way to be sure if the refresh rate reporting difference is due to Windows (and DirectX) or somehow related the video drivers.
--- End quote ---
I think that issue happens with any card, not only with ArcadeVGA 3000. I'm inclined to think the problem is on the W7 side and how it deals with interlaced modes, but might be wrong.
krick:
There's definitely something wrong with Win7.
Check out the attached screenshot. All the interlaced resolutions are 1/2 what they're supposed to be.
Calamity:
--- Quote from: krick on April 27, 2011, 12:36:03 am ---There's definitely something wrong with Win7.
Check out the attached screenshot. All the interlaced resolutions are 1/2 what they're supposed to be.
--- End quote ---
Yeah, there it is. It would be interesting to run the vfreq measurement test, get into the test mode menu (enter/P1) and press 5, you'll see an scrolling grid during some seconds as the test is being done.
thaddeussmith:
Is this still an issue 2 years later?
krick:
--- Quote from: thaddeussmith on July 24, 2012, 04:39:36 pm ---Is this still an issue 2 years later?
--- End quote ---
I no longer have a Win7 system handy that I can test on, but Andy claims in the first post that this only affects Direct Draw.
The latest version of GroovyMAME works pretty well on my XP x64 system in D3D mode, so maybe that's an option to work around the issues at least as far as resolution switching goes. GroovyMAME doesn't have the stretching problems in D3D mode (in most cases) that baseline MAME does.
The bigger problem that I saw was the problem with interlaced resolutions having the wrong refresh rate. I don't know if this is something that could be detected and worked around in software in GroovyMAME or not.
I got frustrated pretty quickly and gave up on Windows 7, but I'm sure there's people out there beating on it that know exactly where the limitations lie and if there are any real workarounds.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version