Which sound options to use?
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Which sound options to use?
What exactly is the difference between those sound and low-pass filters?
Which combination should be used to achieve the best sound quality?
I've seen a page somewhere about this before, but can't find it now.
Thanks.
Which combination should be used to achieve the best sound quality?
I've seen a page somewhere about this before, but can't find it now.
Thanks.
HunterKiller
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Re: Which sound options to use?
The snes uses 4-point gaussian interpolation to smooth out the pcm samples obtained after BRR decompression.HunterKiller_ wrote:What exactly is the difference between those sound and low-pass filters?
If you don't use any interpolation, it's gonna sound like total crap. The cubic and 8-point interpolations are just different methods of interpolation, that give different smoothing results on the samples. Tastes and opinions then affect which is 'best'.
Low-pass filter is an equalizer-similar feature that changes relative volumes depending the frequency. I never looked into it much, but I assume that the various options in zsnes have different equalizer configs. Dynamic and HQ probably update their own settings depending the range of frequencies they work with.
Anyway, just toy around and keep the options you like best, since that's the point of having them.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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Ok, that is a lame excuse to stick with an old version. At least the netplay guys have a valid reason... this one is stupid.SonGoku1905 wrote:For me
Interpolation:Cubic
Lowpass:Hi Q
gives the best quality.
too bad ,if right .that'd cause me to use 1.50 forever I guess.Krade wrote:If I remember correctly, irrelevant interpolation options like 8-point and cubic are going to be gone in the next release, anyway.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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Oh, I didn't mean that. Of course it wouldn't be any logical to use an old version all the time just because of a single sound interpolation optionDeathlike2 wrote:Ok, that is a lame excuse to stick with an old version. At least the netplay guys have a valid reason... this one is stupid.SonGoku1905 wrote:For me
Interpolation:Cubic
Lowpass:Hi Q
gives the best quality.
too bad ,if right .that'd cause me to use 1.50 forever I guess.Krade wrote:If I remember correctly, irrelevant interpolation options like 8-point and cubic are going to be gone in the next release, anyway.
I was implying about the lines.umm...no I mean 1.50 because I don't like the bottom lines in 1.51 and using 1.50 at the moment.
Is it true that sound filters will be gone in next release ? I thought they were good.
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They are gone because they were part of the old DSP, which is now replaced with blargg's DSP. The choice between sound filters with the occasional inaccurate sound and no sound filters with more accurate sound is very simple.SonGoku1905 wrote:Oh, I didn't mean that. Of course it wouldn't be any logical to use an old version all the time just because of a single sound interpolation optionDeathlike2 wrote:Ok, that is a lame excuse to stick with an old version. At least the netplay guys have a valid reason... this one is stupid.SonGoku1905 wrote:For me
Interpolation:Cubic
Lowpass:Hi Q
gives the best quality.
too bad ,if right .that'd cause me to use 1.50 forever I guess.Krade wrote:If I remember correctly, irrelevant interpolation options like 8-point and cubic are going to be gone in the next release, anyway.
I was implying about the lines.umm...no I mean 1.50 because I don't like the bottom lines in 1.51 and using 1.50 at the moment.
Is it true that sound filters will be gone in next release ? I thought they were good.
The line issue is also a rather stupid reason anyhow, though I can see why it is distracting. It is not "the end of the world" as people are making it out to be.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
I to agree with Deathlike. The difference in the filters is too minor/relative to keeping you from getting anything above 1.50.
Off topic example for keeping an old version: DOS port. I have an ancient comp that can't run Windows version for playability reasons(Dos port: 60FPS, Windows port: 5~12FPS). After they drop the Dos port, I'll need to keep whatever last version is available, until I get a new comp(not happening this year). But if I had a choice, I would ALWAYS use the latest version/WIP.
Off topic example for keeping an old version: DOS port. I have an ancient comp that can't run Windows version for playability reasons(Dos port: 60FPS, Windows port: 5~12FPS). After they drop the Dos port, I'll need to keep whatever last version is available, until I get a new comp(not happening this year). But if I had a choice, I would ALWAYS use the latest version/WIP.
just like any filters, they are a matter of personal preference.
as for the line on the bottom of the screen, why would they have programmed it any color but black if they didn't want you to see it
as for the line on the bottom of the screen, why would they have programmed it any color but black if they didn't want you to see it

[quote="byuu"]Seriously, what kind of asshole makes an old-school 2D emulator that requires a Core 2 to get full speed? [i]>:([/i] [/quote]
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No.franpa wrote:its filler, they pre render stuff on that line before showing it in places normally visible on a tv.

Shut up.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Re: Which sound options to use?
http://zsnes-docs.sourceforge.net/html/ ... nfig_soundHunterKiller_ wrote:I've seen a page somewhere about this before, but can't find it now.
[url=http://zsnes-docs.sf.net]Official ZSNES Docs[/url] | [url=http://zsnes-docs.sf.net/nsrt]NSRT Guide[/url] | [url=http://endoftransmission.net/phpBB3/viewtopic.php?t=394]Using a Wiimote w/ emulators[/url]
o_O? could you please provide info on this? eg: a link to a website or article...grinvader wrote:No.franpa wrote:its filler, they pre render stuff on that line before showing it in places normally visible on a tv.
Shut up.
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It is either garbage (an actual line that not ment to be rendered), or an actual line to be rendered. Both intentional.franpa wrote:and didnt snes dev's and nes dev's take advantage of the overscan area for pre rendering stuff?
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On the NES, some games stole the first and last row of tiles for extra work area(NOT pre-rendering, as the entire concept is foreign to the hardware design).franpa wrote:and didnt snes dev's and nes dev's take advantage of the overscan area for pre rendering stuff?
As I understand it, on the SNES, those 16 lines simply don't exist. Meaning the SNES' "normal" display res is 256*224 VS the NES' 256*240.
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And this "extra work area" can be used by the programmer as an extension of VBlank for loading graphics data into VRAM.
The SNES hardware only loads the data for one line into its buffers - that's the only thing you could call "pre-rendering".
The SNES hardware only loads the data for one line into its buffers - that's the only thing you could call "pre-rendering".
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I wouldn't exactly call loading tiles into VRAM pre-rendering.creaothceann wrote:And this "extra work area" can be used by the programmer as an extension of VBlank for loading graphics data into VRAM.
The SNES hardware only loads the data for one line into its buffers - that's the only thing you could call "pre-rendering".
Term usually means drawing a frame before it's ready for display, as I understand things. Neither of the consoles in question is set up to do that.
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Sorry, wasn't my intention to imply that.Gil_Hamilton wrote:I wouldn't exactly call loading tiles into VRAM pre-rendering.
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