Software Support > GroovyMAME
Cant install drivers in groovymame win xp 64. Visiontek HD 4350 ATI
Calamity:
--- Quote from: TJCOMBO on August 27, 2012, 02:09:33 pm --- 98% may be the mean calculated refresh rate - I can live with that, but when it runs, it will do a fast forward and slow motion sequence with the audio following along.
--- End quote ---
That's really odd. Try using the -video d3d option to see if it makes any difference. Also type dxdiag and in the screen tab check if the directdraw acceleration is enabled.
--- Quote ---I have also seen it run at 400% when I didn't adjust the monitor_specs correctly and I saw no screen tearing whatsoever, so maybe it is somehow capable of running at that speed.
--- End quote ---
I've tested mk2 here, it runs smoothly at 100% speed without any problem, I'm using GM 146u4 64-bit, my CPU is a Core2Duo E4500 2.20 GHz.
krick:
--- Quote from: TJCOMBO on August 27, 2012, 04:19:33 pm ---
Sorry to go off topic, but yea I have read that too. I'd be really shocked to find out SF2 and MK2 won't run at full speed with Groovymame on my CPU if done correctly. It's a black box to me though and anything could be the problem. All I know is that my XBOX ran SF2 and MK2 back in 2002 with no screen tearing problems etc. If a XBOX 733 MHz Intel Pentium III can handle all this, then my CPU should have a ton of raw horsepower.
--- End quote ---
You're not comparing apples to apples. What version of MAME were you running on that Pentium III? From what I can find on the web, the builds of MAME for the original XBox were based on MAME version 0.84 or earlier. Version 0.84 came out in July 2004.
A lot has changed in MAME in the 8 years since then. MAME 0.93 has Haze's sound system rewrite, MAME 0.107 has Aaron's video system rewrite, and I seem to remember that there were substantial changes to the emulation of the DCS sound processor used in the later Mortal Kombat games that made it more accurate, but a lot slower. There were lots of other global changes to the MAME memory system, as well as MAME transitioning from C to C++, which may have had an impact on the speed of some games in MAME.
If you want to see an example where a modern version of MAME is a lot slower, check out Donkey Kong or any of the games that used to use samples for sound but were later updated to simulate the discrete analog sound code. The discrete sound code is VERY CPU intensive. Which proves that you can't look at a game and say that just because it's old, it should run fast in MAME. Sometimes, emulating something accurately is more difficult than it seems on the surface.
TJCOMBO:
You are correct. Point taken. I did indeed have that version of MAME. I have very little knowledge of the latest MAME implementation or C++ for that matter. I was just wondering how gmame ran on builds with other users for the fighting games with a non Intel 3ghz processor when functioning properly. If the AMD processor isnt taking full advantage of the exe then other users should be aware of that. There could be a myriad of issues under the surface. The best I can do clean install from scratch. I am going to give Calamity 's suggestion a try to begin with. Appreciate all the assistance.
--- Quote from: krick on August 27, 2012, 05:25:18 pm ---
--- Quote from: TJCOMBO on August 27, 2012, 04:19:33 pm ---
Sorry to go off topic, but yea I have read that too. I'd be really shocked to find out SF2 and MK2 won't run at full speed with Groovymame on my CPU if done correctly. It's a black box to me though and anything could be the problem. All I know is that my XBOX ran SF2 and MK2 back in 2002 with no screen tearing problems etc. If a XBOX 733 MHz Intel Pentium III can handle all this, then my CPU should have a ton of raw horsepower.
--- End quote ---
You're not comparing apples to apples. What version of MAME were you running on that Pentium III? From what I can find on the web, the builds of MAME for the original XBox were based on MAME version 0.84 or earlier. Version 0.84 came out in July 2004.
A lot has changed in MAME in the 8 years since then. MAME 0.93 has Haze's sound system rewrite, MAME 0.107 has Aaron's video system rewrite, and I seem to remember that there were substantial changes to the emulation of the DCS sound processor used in the later Mortal Kombat games that made it more accurate, but a lot slower. There were lots of other global changes to the MAME memory system, as well as MAME transitioning from C to C++, which may have had an impact on the speed of some games in MAME.
If you want to see an example where a modern version of MAME is a lot slower, check out Donkey Kong or any of the games that used to use samples for sound but were later updated to simulate the discrete analog sound code. The discrete sound code is VERY CPU intensive. Which proves tha(t you can't look at a game and say that just because it's old, it should run fast in MAME. Sometimes, emulating something accurately is more difficult than it seems on the surface.
--- End quote ---
TJCOMBO:
Aww yea. Enabling direct d3d did the trick for me. Let that be a note to other users. I dont know how it work but I am very pleased. UMK3 and both Killer instincts run at full speed with a .3% tolerance of error on my runs. Just uploaded a clip of proof on youtube. Username sweetdude3000. You can see that the image is letterboxed which tweaking the monitor specs and remote control on thr monitor should be able to solve. Thank you both Calamity and Krick for your tenacity and lucid explanations. Both of you were a big help here. Ill do what I can to support this implementation.
krick:
Good to hear that d3d did the trick. I noticed that some games run a little better under d3d on my system, I really don't know why.
In my case, if I use my ATI Radeon HD 4xxx card with "magic resolutions", I need to run d3d in order to get a picture. With my (much older) Radeon X600 XT, I can run magic resolutions in both ddraw and d3d.
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