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avatar_ervin

triple buffering

Started by ervin, 04:13, 22 April 24

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roudoudou

in a demo, lag has no meaning

in a game... ;D

that's why emulator authors try to reduce lag...

...sometimes :P
My pronouns are RASM and ACE

McArti0

In Jet planes you always have a lot of lag. So it must be Jet simulator games.  ;D
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Anthony Flack

Any kind of screen buffering on the GX is also complicated by the hardware sprites, which will have to have their data buffered as well, or else they'll get ahead of everything. But a sprite game on the GX should rightly be aiming to hit 50fps anyway.

andycadley

Quote from: Anthony Flack on Yesterday at 22:39Any kind of screen buffering on the GX is also complicated by the hardware sprites, which will have to have their data buffered as well, or else they'll get ahead of everything. But a sprite game on the GX should rightly be aiming to hit 50fps anyway.
Depends what you're doing, if you were aiming for something 3D like Castle Master you might not have many sprites (or just use it for things like a cursor that just needs positioning). And that's where triple buffering is most likely to be useful. It'd be fascinating to see what a Mode 0 GX Freescape would be like, especially given how much cart space you could dedicate to massive look up tables to speed up the maths...

If you're doing something sprite heavy and scrolling, you'd be more likely to lean on the hardware features and avoid even double buffering entirely (at most keeping a secondary clean background buffer).

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