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Re: CODERS: New cross-platform refresh rate / raster estimator useful to emulator authors (sync emuHz to realHz better)

Video of Kefrens Bars in Javascript via VSYNC OFF frameslice beam racing: https://www.youtube.com/watch?v=Bk20l7akRUk It's doing 2000 frames/sec, so that's 2000 pixels rows/sec, works best at low refresh rates. Also unscreenshottable (only captures one pixel row as a stretched full-height frame), so …

Re: CODERS: New cross-platform refresh rate / raster estimator useful to emulator authors (sync emuHz to realHz better)

Still discussing behind the scenes, how to publicize browser-based raster beam racing. Practical prototype confirmed on several Windows machines. Works in multiple chromium forks, although not in Edge or FireFox. P.S. I wish a HTML5 API existed to turn VSYNC ON/OFF, but perhaps publicizing this will …

Re: CODERS: New cross-platform refresh rate / raster estimator useful to emulator authors (sync emuHz to realHz better)

SUCCESS! (shh). Just PM'd VileR who I'm letting beta test the world's first browser-based rasterdemo. EDIT: Confirms that it also works on VileR's GPU too, so he can vouch I actually put "web browser" and "beam racing" in the same sentence! Keeping details under wraps, trying to decide how to …

Re: CODERS: New cross-platform refresh rate / raster estimator useful to emulator authors (sync emuHz to realHz better)

...This won't be useful for rasterdemos in a web browser since they're permanently VSYNC ON and do not generate tearlines (no way to listen to VSYNC ON tick-tocks while running in VSYNC OF mode) -- but will work with high-framerate VSYNC OFF standalone software, for precise tearline steering, but …

CODERS: New cross-platform refresh rate / raster estimator useful to emulator authors (sync emuHz to realHz better)

I'm the founder of Blur Busters and creator of TestUFO, and want to make an announcement of one open source code module (used in TestUFO and VSYNCtester) that will be useful for some emulator authors. I happen to have experimented with the world's first cross platform Kefrens Bars (works on PC and …

Re: Emulating CGA Snow

The green shows up when the character byte on the bus gets read as the attribute: that test fills the screen with the sequence "20 0F", i.e. character 20h (space) with attribute 0Fh (white on black). If the 20h shows up when the CGA fetches the odd (attribute) byte, it'll set the color to black on …

Re: MartyPC

On the related "video port idiosyncracies" talk such as RAMDAC/transceiver lag behaviors, there's another rabbit hole: GPU-vs-CPU clock slew effect (unrelated to CGA snow). So as another potential latency optimization for emulator authors, I added yet another lag-reducing tip/algorithm (much easier …

Re: MartyPC

Wouldn't that simply be filling a 1-byte FIFO buffer during each T3 state with the read/write value, cleared after T4 occurs (finishing cycle). Then simply replace CGA read ram when fetching for rendering with said value. Although UniPCemu still renders the EGA/VGA way, latching 4 bytes from all 4 …

Re: MartyPC

We have snow! A nice good old fashioned Canadian snowstorm! (I'm Canadian, by the way. ATI and Matrox were Canadian companies by the way) I suppose my question was a fantastic one that triggered your decision to implement CGA snow -- because artifacts are "unexpectedly" a great debugging tool (much …

Re: MartyPC

Question -- does your emulator have capability to optionally accurately emulate CGA snow? Would be great for visually debugging demos, so they don't create CGA snow on real machines! Also to show other people computer history, about how early computers glitched.

Re: HOWTO: Possible Lagless VSYNC for PC/DOS Emulator Devs (implemented in WinUAE/etc), via beam-raced tearingless VSYNC

The way surge-execution works is that an entire entire refresh cycle of ticks is run at full native machine performance. So multiple consecutive ticks are consecutively surge-executed, until a whole emulated refresh cycle is generated. If the machine uses 1ms ticks and the machine's refresh rate is …

Re: HOWTO: Possible Lagless VSYNC for PC/DOS Emulator Devs (implemented in WinUAE/etc), via beam-raced tearingless VSYNC

Thanks for the detailed explanation, I've learned a lot from it. It all makes sense now, and it never occurred to me that on a say 240Hz display the latency would be effectively reduced to 1/4th of that of a 60Hz display... But yeah, it makes perfect sense; it couldn't work any other way. Thank you …

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