ptitrun
October 10th, 2005, 14:11
Hi !
I use SSF R12 to play night but....the run quite too fast on my computer :(
Is it possible to have the true framerate for a game ?
MasterPhW
October 10th, 2005, 15:31
Try to enable vsync in your GFX config and in SSF and it should run with the true framerate...
ptitrun
October 10th, 2005, 16:12
oh great ! Thank you ;)
Is there any website where we can find n explanation (in english) for every single option in the option panel (les all the Sh2 stuffs or cd block or whathever) ?
Thx !
ptitrun
October 10th, 2005, 16:26
erf actually The framerate still incorrect
On nights for example, some level are very fast mmh
dragomasterx2
October 25th, 2005, 18:29
option - screen - auto field skip on, I think this is same kind of an autolimiter for frames
dragomasterx2
October 25th, 2005, 18:29
Au jeah try the latest r13 version its pretty dorn fast
isamu
October 26th, 2005, 19:31
So I take it this emu is now running pretty much at least 60fps on high end machines(P4 2.4Ghz and above)?
Borisz
October 26th, 2005, 23:18
It already ran around max speed on a high end machine, but a p4 2.4ghz is definetaly not a hi-end machine.
Games that use more power from the Saturn will logically need a higher cpu to get good framerates, the only thing related to this that I saw on the authors site was him saying that the videos in... Grandia maybe, need considerable CPU power to run at fullspeed and that only has athlon 64 x2 setup could run it fine.
dragomasterx2
October 27th, 2005, 03:09
Perhaps opengl or direct3d-support could speed up ssf greatly?
cooliscool
October 27th, 2005, 03:36
That's hard to implement, given the Saturn's method of drawing polys (quad-based rendering), and frankly wouldn't give near the accuracy of software rendering.
Runik
October 27th, 2005, 09:30
That's hard to implement, given the Saturn's method of drawing polys (quad-based rendering), and frankly wouldn't give near the accuracy of software rendering.
Drawing with OpenGL isn't that hard, but you're right about the accuracy, as OpenGL will split each quad in 2 triangles before displaying ...
dragomasterx2
October 27th, 2005, 09:56
an optional opengl-renderoption would be sweet due to the speed-improvement
Borisz
October 27th, 2005, 10:09
If you want OpenGL, wait for Satourne 2.
Personally I like the fact that SSF runs in pure software mode, with so much accuracy that it even displays the Saturn interlaced mode in... uh... interlaced mode.
I mean, is not that what you call as "accurate emulation" ?
dragomasterx2
October 29th, 2005, 00:34
You dont understand me I want ssf with and without opengl.:bouncy:
blueshogun96
October 31st, 2005, 22:24
That's hard to implement, given the Saturn's method of drawing polys (quad-based rendering), and frankly wouldn't give near the accuracy of software rendering.
Yeah, you're definetly right about the software rendering being more accurate, but I personally don't think Direct3D would be hard to implement because a quad can easily be rendered with an IDirect3DDevice9:: DrawPrimitiveUP using a trianglestrip. I'm no expert on saturn emulaton at all (also assuming you know more than I do about saturn), but that's just my opinion, and usually my opinions suck.
EDIT: fixed stupid smily thing.
PsyMan
October 31st, 2005, 23:03
Common plugin specs would probably solve this "problem". The will of the various authors to create and follow these specs is questionable though. :\
For example, Satourne uses plugins but the only known third party plugins are 2 cdblock (CD-ROM) plugins...
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