odditude wrote:jesus christ, you two are acting like preschoolers. do i need to turn this car around and go home?
squall, reread your last few posts - you're becoming the pot calling the kettle black. also, if your refresh rate isn't an integral multiple of your frame rate, there will be duplicated frames - you're just not noticing it for whatever reason, be it your eyes or monitor's response.
c0d3h4x0r, yes, it would be nice if the option was in the gui, but it's not. deal with it until the next version comes out
read the entire thread, and stfu.
As for Duplicated frames, who cares as long as the gameplay is smooth, i don't see them, so i don't care about them.
i have a feeling nach/grin/dl2 wouldn't object to it being on the plate for a gui addition.
Stop feeling, you'll turn the devs gay or something.
btw, your duplicate frames thing is only valid under certain conditions, and probably doesn't even occur for most using Zsnes.
Triple buffering attempts to provide a speed improvement over double buffering. In real life applications, this often involves trying to abstract the graphics drawing operations from being synchronized with the monitor's refresh rate. Typically this involves frames being drawn at a rate lower than or higher than the monitor's frame rate (a variable frame rate) without the usual effects this would cause (namely flickering, shearing and tearing).
Due to the software algorithm not having to poll the graphics hardware for monitor refresh events, the algorithm is free to run as fast as possible. This is not the only method of triple buffering available, but is the most prevalent on the PC architecture where the speed of the target machine is highly variable.
Another method of triple buffering involves synchronizing with the monitor frame rate, and simply using the third buffer as a method of providing breathing room for changing demands in the amount of graphics drawn. This is the use of a buffer in the true sense whereby the buffer acts as a reservoir. Such a method requires a higher minimum specification of the target hardware but provides a consistent (vs. variable) frame rate. This is the case when using triple buffering in DirectX, where a chain of 3 buffers are rendered and always displayed.
[img]http://img.photobucket.com/albums/v253/squall_leonhart69r/Final_Fantasy_8/squall_sig1.gif[/img]
[url=http://vba-m.com/]VBA-M Forum[/url], [url=http://www.ngohq.com]NGOHQ[/url]