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MAME .107 released!

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krick:

--- Quote from: ahofle on July 26, 2006, 02:57:04 pm ---Sounded to me as if it should work just like before with this and the category 3 switch, but you are saying otherwise?

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I think I fall into category 3 since I use an arcade monitor and an ArcadeVGA with tweaked modes.  I specifically asked Aaron in his blog about some of the options I use...


--- Quote ---I currently run MAME 104 on an arcade monitor with the following settings
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Minwah:
I'm curious as to what the downside to using Direct3d is?  From reading I don't really see any reason why D3D and 'category 3' shouldn't be fine for arcade monitors...aside from perhaps the artwork issue Aaron mentioned.  Is that the only thing?

wpcmame:

--- Quote from: Minwah on July 27, 2006, 06:07:51 am ---I'm curious as to what the downside to using Direct3d is?  From reading I don't really see any reason why D3D and 'category 3' shouldn't be fine for arcade monitors...aside from perhaps the artwork issue Aaron mentioned.  Is that the only thing?

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Direct3d will always stretch the image to use the full height or width. It works fine on PC monitors where you normally use high resolutions (stretching 4x or 4.2 times doesn't make much of a difference). With an AVGA, 224 line games will be stretched to 240 lines which looks really bad.

ddraw always stretches with integer ratios.
Unfortunatly there are games like popeye which uses a resolution of 512x448. There is no matching AVGA resolution so normally you want to use 640x480i or 800x600i and use integer stretch vertically and not horizontally

I have no idea why integer stretch is connected to ddraw/d3d. As I said in another post I added cleanstretch to d3d without much trouble.

Currenctly looking into a newly discovered syncrefresh problem: in mame107, interlaced modes are considered to have 30Hz refreshrate which means that games run half speed if you use syncrefresh in an interlaced mode.

2600:

--- Quote from: wpcmame on July 27, 2006, 08:27:50 am ---
ddraw always stretches with integer ratios.
Unfortunatly there are games like popeye which uses a resolution of 512x448. There is no matching AVGA resolution so normally you want to use 640x480i or 800x600i and use integer stretch vertically and not horizontally


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FYI, unless I'm missing something both AVGA's support 512x448.

Minwah:

--- Quote from: wpcmame on July 27, 2006, 08:27:50 am ---Direct3d will always stretch the image to use the full height or width. It works fine on PC monitors where you normally use high resolutions (stretching 4x or 4.2 times doesn't make much of a difference). With an AVGA, 224 line games will be stretched to 240 lines which looks really bad.

--- End quote ---

Thanks, that makes sense (literally, but not technically!)

I just realised what I said earlier was a load of rubbish....you cannot use D3D for Category 3....which kindof explains things.  So is the only problem with using Category 3 (with AVGA) that artwork cannot be used properly?

Lets hope this new video system is finished properly and covers all issues...it seems to be a slight step back in functionality currently.

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