myself wrote:Ok... when I made my commit about Bilinear Filtering/Interpolation, obviously it didn't get across too well.
Interpolation is COMPLETELY SOFTWARE driven. It does have an MMX varient (yes, it is MMX accelerated), however all the work is still done by the CPU. For Bilinear Filtering, it operates differently than Interpolation (they aren't exactly the same filters, but they both perform the "blurring" operation). The thing about Bilinear Filtering is that if you are not using MESA (software rendered OpenGL aka another CPU consumer), then you are using the video card's 3D acceleration on the rendered picture. This part is all hardware (less CPU overhead overall), plus with the added bonus is that it is compatible with all the other existing SOFTWARE filters. MMX Support in ZSNES has ZERO to do with Bilinear Filtering (although, I guess MMX could be used by the OpenGL drivers internally, but that's not ZSNES's doing).
Video Options Clarification
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Video Options Clarification
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It's not good enough. If you are using MESA for OpenGL rendering, you are still using software rendering. That needs to be noted.
I need to find another thread I mentioned Triple Buffering/VSync and posting that stuff here.
Edit - found it:
I need to find another thread I mentioned Triple Buffering/VSync and posting that stuff here.
Edit - found it:
It should be noted that the Triple Buffering option has precedence over VSync in fullscreen mode (this includes DOS though DOS doesn't have Windowed options of course). Triple Buffering enforces VSync anyways. However, it doesn't mean VSync is enabled for Windowed modes (you will have to enable VSync separately) and that is how ZSNES currently operates.
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That's harsh.
What you mean to say and/or what you should say is that it's good but still incomplete. "Not good enough" sounds too harsh.Deathlike2 wrote:It's not good enough.
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Re: That's harsh.
Well, it was missing that key detail. I don't want people thinking that using software (MESA) accelerated OpenGL is better than regular SDL's software rendering, which it really is not.AspiringSquire wrote:What you mean to say and/or what you should say is that it's good but still incomplete. "Not good enough" sounds too harsh.Deathlike2 wrote:It's not good enough.
My apologies though.
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Of course. It's already noted that the bilinear filter is for the SDL port only.Deathlike2 wrote:The newly added description is ok, but realize that SDL is the only port that allows for bilinear+other filters, which Windows isn't able to do... something to think about.
Maybe I shouldn't have linked to Mesa's home page, then. ;)I don't want people thinking that using software (MESA) accelerated OpenGL is better than regular SDL's software rendering, which it really is not.
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Mmmm, probably the Vsync description needs a special note for Windows (or DOS). DOS has "one or the other" whereas Windows allows Triple Buffering for Fullscreen.. but VSync is not enabled (unless Vsync is selected) for Windowed modes.
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Ok, to keep it simple.xamenus wrote:It seems a bit too trivial for words. Not only that, I'm not able to test this ATM to see if I understand it (I'm not on Windows right now), so if you or someone else could add this, it would be great.
The DOS port has it so that the Triple Buffering option and VSync option cannot coexist together.
The Windows port has it so that the Triple Buffering option and VSync option can coexist together, but work differently. It is possible to have Triple Buffering for Fullscreen but no VSync for Windowed given how it works.
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