[Patch] Core Emulation

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Re: [Patch] Core Emulation

Postby HarryTuttle » Wed Mar 22, 2017 4:02 pm

Ian wrote:here's a graphic thing


I see. Interesting.

My problem is, also, that I've a 8-9 yo computer, that's not so powerful to run Supermodel at full speed everytime, so I cannot test extreme cases... :cry:
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Re: [Patch] Core Emulation

Postby Ian » Wed Mar 22, 2017 4:03 pm

G-sync would be great, we could actually do 57.5 fps with it :)
But I don't even own such hardware ..

There is another solution .. this. Not tried it yet. Basically, we call should call the SwapBuffers method, at excatly the same time interval. Ie 16.6ms apart. If you look at the previous image, the time between SwapBuffers can vary, leading to lost or duplicated frames.

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Re: [Patch] Core Emulation

Postby HarryTuttle » Wed Mar 22, 2017 4:11 pm

That's *exactly* what I was about to ask you to try... :) I think that should work.
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Re: [Patch] Core Emulation

Postby Ian » Wed Mar 22, 2017 4:15 pm

Yeah I think it should :)
With vsync enabled, SwapBuffers() will block until the frame is actually drawn. However when it's disabled in theory it should return immediately. I need to time how long this call actually takes with v-sync enabled. If it's only a few microseconds, then we are good to go :)

The previous code I pasted, with the high res win32 timer. I hit exactly 60fps with it. But it was alternating between smooth as butter, and a complete jerk fest.
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