Main Restorations Software Audio/Jukebox/MP3 Everything Else Buy/Sell/Trade
Project Announcements Monitor/Video GroovyMAME Merit/JVL Touchscreen Meet Up Retail Vendors
Driving & Racing Woodworking Software Support Forums Consoles Project Arcade Reviews
Automated Projects Artwork Frontend Support Forums Pinball Forum Discussion Old Boards
Raspberry Pi & Dev Board controls.dat Linux Miscellaneous Arcade Wiki Discussion Old Archives
Lightguns Arcade1Up Try the site in https mode Site News

Unread posts | New Replies | Recent posts | Rules | Chatroom | Wiki | File Repository | RSS | Submit news

  

Author Topic: Regarding Frame Delay, Windows DWM, and d3d9ex  (Read 2130 times)

0 Members and 1 Guest are viewing this topic.

filimpan

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 36
  • Last login:November 28, 2017, 01:54:38 pm
  • I want to build my own arcade controls!
Regarding Frame Delay, Windows DWM, and d3d9ex
« on: April 12, 2016, 08:42:58 am »
I've been using d3d9 (not d3d9ex) with frame_delay 8 without issue, but I'm wondering if I shouldn't use d3d9ex instead. I was told that the reason for me to use d3d9ex would be to ensure minimal latency without using frame delay, since the option causes tearing in LCDs. But if there has been tearing, it's been unnoticeable. So my question is, is there a benefit to d3d9ex if using frame_delay?

Regarding DWM, I was told here that I shouldn't worry about it. AFAIK it interferes with windowed full screen programs since you can't disable DWM's vsync. Does this mean GM is full screen exclusive, or is there something else going on?
« Last Edit: April 12, 2016, 08:48:27 am by filimpan »

Calamity

  • Moderator
  • Trade Count: (0)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 7463
  • Last login:July 19, 2025, 04:03:33 am
  • Quote me with care
Re: Regarding Frame Delay, Windows DWM, and d3d9ex
« Reply #1 on: April 12, 2016, 11:21:45 am »
I've been using d3d9 (not d3d9ex) with frame_delay 8 without issue, but I'm wondering if I shouldn't use d3d9ex instead. I was told that the reason for me to use d3d9ex would be to ensure minimal latency without using frame delay, since the option causes tearing in LCDs. But if there has been tearing, it's been unnoticeable. So my question is, is there a benefit to d3d9ex if using frame_delay?

It's probably up to the drivers, d3d9ex is more modern so some vendors might have a better/less buggy implementation for it. If d3d9 works ok for you, just stick with it.

Quote
Regarding DWM, I was told here that I shouldn't worry about it. AFAIK it interferes with windowed full screen programs since you can't disable DWM's vsync. Does this mean GM is full screen exclusive, or is there something else going on?

GroovyMAME is a fullscreen exclusive program (not affected by desktop compositing).
Important note: posts reporting GM issues without a log will be IGNORED.
Steps to create a log:
 - From command line, run: groovymame.exe -v romname >romname.txt
 - Attach resulting romname.txt file to your post, instead of pasting it.

CRT Emudriver, VMMaker & Arcade OSD downloads, documentation and discussion:  Eiusdemmodi

filimpan

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 36
  • Last login:November 28, 2017, 01:54:38 pm
  • I want to build my own arcade controls!
Re: Regarding Frame Delay, Windows DWM, and d3d9ex
« Reply #2 on: April 12, 2016, 11:44:57 am »
GroovyMAME is a fullscreen exclusive program (not affected by desktop compositing).

Ah thanks, that makes a lot of sense with the refresh rate detection and vsync and stuff. I just assumed it was windowed because all the other exclusive full screen games I've played tend to make my screen flash black momentarily while alt+tabbing.