Search found 8 matches

by twilen
27 Mar 2018, 14:06
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Emulator Developers: Lagless VSYNC ON Algorithm
Replies: 96
Views: 194576

Re: Emulator Developers: Lagless VSYNC ON Algorithm

I didn't ask that (of course I know how delay loop calibration works and how power saving can interfere with it, thats the simple part), I asked for busyloop that is most "optimal", for example it should not slow down other cores, at least too much, due to single core being too active but it still ...
by twilen
27 Mar 2018, 12:41
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Emulator Developers: Lagless VSYNC ON Algorithm
Replies: 96
Views: 194576

Re: Emulator Developers: Lagless VSYNC ON Algorithm

I meant busywaiting, and not for any exact timing or similar reasons, only to keep spinning CPU core off the bus few microseconds or so. (Some kind of stop-for-x-cycles instruction would be even better but I don't think it exists..)
by twilen
27 Mar 2018, 09:13
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Emulator Developers: Lagless VSYNC ON Algorithm
Replies: 96
Views: 194576

Re: Emulator Developers: Lagless VSYNC ON Algorithm

I noticed that stability is clearly better if I spin between each D3DKMTGetScanLine() poll. (I used simple loop: read RDTSC value, spin until RDTSC is larger than value+x) My assumption is that continuous D3DKMTGetScanLine() calls waste bus bandwidth and/or requires some driver locks, stalling other ...
by twilen
24 Mar 2018, 06:06
Forum: Software Developers / Low-Lag Code / Game Programming
Topic: Emulator Developers: Lagless VSYNC ON Algorithm
Replies: 96
Views: 194576

Re: Emulator Developers: Lagless VSYNC ON Algorithm

Toni tells me he already has a functioning WinUAE internally with this too. He said it was easier than he thought.

Yeah, I got it working few days ago but it was very quick and ugly D3D11 only hack. It was easy because emulation already did partial frames to internal buffer and then synced with ...
by twilen
24 Dec 2014, 15:14
Forum: Eliminating Motion Blur — BFI / ULMB / ELMB / DyAc / framegen / LSS / etc
Topic: Surround+strobe light fixed?
Replies: 3
Views: 4478

Re: Surround+strobe light fixed?

According to NVidia forum posts software EDID override is STILL (!) broken in surround mode. Only EDID hardware hack work. (I recently upgraded to SLI GTX980, EDID hard lightboost hack still working)
by twilen
29 Jan 2014, 11:17
Forum: Area 51: Display Science, Research & Engineering
Topic: Raster Interrupt Veterans: C64 and Atari 2600, etc.
Replies: 7
Views: 12610

Re: Raster Interrupt Veterans: C64 and Atari 2600, etc.

Vertical counter modification isn't that bad but horizontal..
Raster register modification, wow. Varying the time of an individual scan line, and the number of scan lines per refresh. I imagine it would have been used to create "glitchy TV" special effects in some games. Must be a PITA to emulate ...
by twilen
28 Jan 2014, 06:09
Forum: General — Displays, Graphics & More
Topic: Black Frame Insertion on a driver level
Replies: 3
Views: 5897

Re: Black Frame Insertion on a driver level

I hope manufacturers also don't forget 50Hz support, yes, it probably looks quite horrible but it would be quite useful for PAL emulation (without using 100Hz and black frame insertion), mainly needed by 8/16-bit home computers (like Amiga and C64) that have huge amount of PAL-only scene demos and ...
by twilen
28 Jan 2014, 05:44
Forum: Area 51: Display Science, Research & Engineering
Topic: Raster Interrupt Veterans: C64 and Atari 2600, etc.
Replies: 7
Views: 12610

Re: Raster Interrupt Veterans: C64 and Atari 2600, etc.

I did raster stuff and still do.

I am developer of WinUAE (Amiga emulator), I have to know this stuff inside out (and I hope I actually do..), I also learned lots of new things (for example how interlace actually worked on PAL/NTSC CRT TVs, how it related to "progressive" 50Hz/60Hz modes that was ...