Search found 6 matches
- 06 Mar 2019, 16:29
- Forum: Software Developers / Low-Lag Code / Game Programming
- Topic: Emulator Developers: Lagless VSYNC ON Algorithm
- Replies: 93
- Views: 129664
Re: Emulator Developers: Lagless VSYNC ON Algorithm
Belated query, but just to check in on this since I'm almost finally in a position to have a play around in my little sandbox. On the Mac side of things, am I right to understand that the current best implementation resolves around: a CVDisplayLink to obtain retrace notifications (and CVDisplayLinkG...
- 09 May 2018, 10:24
- Forum: Software Developers / Low-Lag Code / Game Programming
- Topic: Emulator Developers: Lagless VSYNC ON Algorithm
- Replies: 93
- Views: 129664
Re: Emulator Developers: Lagless VSYNC ON Algorithm
(Covering all, not leaving stones unturned .... That said, if you're 100% driving your emulator speed directly only from an audio clock, and never reclocking audio, it's very hard to precisely calibrate your real display's refresh rate to be perfectly in clock-ratio sync with your audio - for examp...
- 05 Apr 2018, 12:10
- Forum: Software Developers / Low-Lag Code / Game Programming
- Topic: Emulator Developers: Lagless VSYNC ON Algorithm
- Replies: 93
- Views: 129664
Re: Emulator Developers: Lagless VSYNC ON Algorithm
I'd be more optimistic if it weren't for the very specific needs of VR: for them the ideal scenario would be dynamic reprojection as the raster runs. So you still supply a single monolithic frame every 1/90th of a second, using your classic rendering pipeline in its heavily-optimised use case, but w...
- 05 Apr 2018, 08:21
- Forum: Software Developers / Low-Lag Code / Game Programming
- Topic: Emulator Developers: Lagless VSYNC ON Algorithm
- Replies: 93
- Views: 129664
Re: Emulator Developers: Lagless VSYNC ON Algorithm
I don't know how relevant or helpful it is, but on embedded GPUs like those in phones and Intel's various solutions it's often more expensive not to clear a target buffer upon first binding it. The reason is that if you clear it then that puts it into a known valid state without having to restore it...
- 04 Apr 2018, 19:19
- Forum: Software Developers / Low-Lag Code / Game Programming
- Topic: Emulator Developers: Lagless VSYNC ON Algorithm
- Replies: 93
- Views: 129664
Re: Emulator Developers: Lagless VSYNC ON Algorithm
Just to close the digression: my CRT is probably about 10 lines shy of being able to handle 8088MPH because the currently-implemented machines just explicitly say "output a colour burst, amplitude x phase y for n units of time", and if the CRT sees that metainformation anywhere in the correct window...
- 04 Apr 2018, 15:24
- Forum: Software Developers / Low-Lag Code / Game Programming
- Topic: Emulator Developers: Lagless VSYNC ON Algorithm
- Replies: 93
- Views: 129664
Re: Emulator Developers: Lagless VSYNC ON Algorithm
Hi, sorry, another emulator author here, jumping in after a brief email discussions. My emulator supports a handful of early-'80s machines, but does so with two relevant features: all produce a real video signal, to talk to an emulated CRT. Video output looks like sync level for n units of time; the...