Vertical Sync
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Interference22

A request: can we have some sort of vsync option, toggleable in VERGE.CFG?

Currently, VERGE doesn't seem to vsync in fullscreen mode (or windowed, so far as I can tell) and so the top half of the screen doesn't quite synchronise with the top.

This is particularly evident at resolutions higher than 320x240 and can cause some nasty tearing and/or flickering effects as a result, especially when performing fades. You can see it best if you tag a reasonably-sized image to the mouse pointer and wave it about a bit: it jiggles like a finalist for "Come Dancing."

Posted on 2004-07-02 00:08:15

Omni

There was a Vsync option in the original V1.

Nasty artifacts and flickering shouldn't be happening...Verge uses double buffering, which means all data is already drawn, and the only remaining graphical operation is to blow the final result to the screen with showpage(). The only thing you should have to deal with is, in fact, the monitor and Verge not refreshing at the same time, causing a slight line discrepancy.

In that case you'd need a Vsync. And it shouldn't matter when the screen resolution is higher...we aren't using interlaced TVs. We're using progressive scan monitors.

I actually did a bit of research into progressive scan and interlacing this very day.

I assume the tearing you see is in fact, the discrepancy between Verge and the monitor updating at slightly different times. Vsync would fix this. I don't know about it getting worse at higher resolutions, though. If the refresh rate is slower at higher resolutions, that's a monitor problem.

Posted on 2004-07-02 01:42:48

Toen

Quote:Originally posted by Omni

There was a Vsync option in the original V1.

Nasty artifacts and flickering shouldn't be happening...Verge uses double buffering, which means all data is already drawn, and the only remaining graphical operation is to blow the final result to the screen with showpage(). The only thing you should have to deal with is, in fact, the monitor and Verge not refreshing at the same time, causing a slight line discrepancy.

In that case you'd need a Vsync. And it shouldn't matter when the screen resolution is higher...we aren't using interlaced TVs. We're using progressive scan monitors.

I actually did a bit of research into progressive scan and interlacing this very day.

I assume the tearing you see is in fact, the discrepancy between Verge and the monitor updating at slightly different times. Vsync would fix this. I don't know about it getting worse at higher resolutions, though. If the refresh rate is slower at higher resolutions, that's a monitor problem.


The problem is when his game is running at like 300something fps and his monitor is refreshing at 85hz or whatever. It causes tearing. If it gets worse at higher resolutions it's just because the framerate is changing and is off sync by a different amount.

Posted on 2004-07-02 11:14:42

Omni

By the way, you know what's ...kind of unusual?

At automax on my PC (Intel 1.3GHZ M processor), Verge gets 43 FPS.

When not maximized, at exactly 320x240, it gets near 600 fps.

When I scale the window down, it drops to 80 something fps.

Now, I bet the window scaler makes it lose FPS. It's a "duh" thing, but I thought it was pretty interesting.

Yeah, Vsync would definitely help there. But...can you really sync 300FPS to 80hz? Wouldn't it require that the refresh rate=fps?

Posted on 2004-07-02 14:27:46

Interference22

Quote:Originally posted by Omni

By the way, you know what's ...kind of unusual?

At automax on my PC (Intel 1.3GHZ M processor), Verge gets 43 FPS.

When not maximized, at exactly 320x240, it gets near 600 fps.

When I scale the window down, it drops to 80 something fps.

Now, I bet the window scaler makes it lose FPS. It's a "duh" thing, but I thought it was pretty interesting.

Yeah, Vsync would definitely help there. But...can you really sync 300FPS to 80hz? Wouldn't it require that the refresh rate=fps?


... or that the fps = the refresh rate. 300hz blows the monitor, but 85fps everyone can live with. Who needs 600 frames, anyway? There must be some way to reduce the frames per second.

Posted on 2004-07-03 02:20:42

Zip

Err... Write a proper game loop with a render skip in it?

Even so, stop worrying about such silly things and go back to making maps you!

Zip

Posted on 2004-07-03 04:02:18

geronimo

gamerate in verge.cfgggggggg
um i wouldn't try to sync your shit to the video hardware in vergec lol

Posted on 2004-07-03 11:50:10 (last edited on 2004-07-03 11:52:21)

Interference22

Quote:Originally posted by Zip

Err... Write a proper game loop with a render skip in it?

Even so, stop worrying about such silly things and go back to making maps you!

Zip


I'm doing it, damn you, I'm doing it! Leave me aloooooone! Aieee!

Posted on 2004-07-03 13:45:05

Zip

Hehehehehe.

Faster faster! Me too though...

Zip

Posted on 2004-07-03 19:51:32


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