Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Remove double disable function on frame duplication #13258

Merged
merged 1 commit into from
Aug 7, 2020

Conversation

iota97
Copy link
Contributor

@iota97 iota97 commented Aug 7, 2020

In df6f216 it was added a second call to SetEnabledFunc rather than changing the previous one, code work fine, just a bit confusing.

@hrydgard
Copy link
Owner

hrydgard commented Aug 7, 2020

Hm, actually, I'd say the old one was correct.. We can't do frame duplication in non-buffered mode.

@iota97
Copy link
Contributor Author

iota97 commented Aug 7, 2020

As #13068 happened in buffered rendering (reading his settings) it should be g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && g_Config.iFrameSkip == 0; then.

I don't really get the part of Software rendering in the old one tbh, is fine only with frameskipping enabled, kinda odd.

@iota97 iota97 force-pushed the duplicate-frame-cleanup branch from dd919c9 to d2a9bc6 Compare August 7, 2020 08:52
@ghost
Copy link

ghost commented Aug 7, 2020

This could also help #13157 (comment)?

@hrydgard hrydgard merged commit 583b92f into hrydgard:master Aug 7, 2020
@hrydgard
Copy link
Owner

hrydgard commented Aug 7, 2020

@Gamemulatorer no.

@iota97 iota97 deleted the duplicate-frame-cleanup branch August 7, 2020 10:35
@ghost
Copy link

ghost commented Aug 8, 2020

But this is accidentally fixed this issue I mentioned here lol

Just ot @hrydgard that in the latest git build render duplicate to 60hz is not highlighted when set to skip-buffered rendering. #12724
Screenshot_2020-08-07-14-03-36

@unknownbrackets
Copy link
Collaborator

Unless, frameskip is enabled, software rendering ALWAYS renders at 60 FPS (well, NTSC.) Essentially, "render duplicate frames" is always enabled when using the software renderer, unless frameskip is enabled.

It reads out from VRAM, so it's not doing any detection to "guess" the game FPS unless it needs to for frameskip (which will ignore CPU writes.) That's why this feature isn't really relevant to the software renderer, normally.

-[Unknown]

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants