News:

Printed Amstrad Addict magazine announced, check it out here!

Main Menu
avatar_ervin

triple buffering

Started by ervin, 04:13, 22 April 24

Previous topic - Next topic

demoniak and 1 Guest are viewing this topic.

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
CPC 6128, Whole 6128 and Only 6128, with .....
NewPAL v3 for use all 128kB RAM by CRTC as VRAM
TYPICAL :) TV Funai 22FL532/10 with VGA-RGB-in.

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).

lmimmfn

Very few Amiga games are 50FPS even with all the hardware, games are normally 25FPS so I don't know why GX games should be 50FPS.

You can only move around X amount of screen data at 50FPS, at 25FPS you can double it.
6128 for the win!!!

Anthony Flack

Well, it depends what your priorities are. The GX is a console after all, and 50fps gives you that arcade/console feel. It's a worthy if restrictive ambition even for the stock CPC, and the GX is plenty capable of doing what the Commodore 64 can do, so I'd definitely shoot for that. I did say a sprite game, so something equivalent to what you might see on the NES or Master System. 

I know it cuts your drawing time in half but hopefully you don't need to spend all that time masking and drawing and erasing sprites either, and it's the difference between smooth arcade feel and slightly juddery home computer feel.

The CPC endured such rough FPS back in the day, it always feels really pleasing to see it hitting a clean 50. 


roudoudou

it's always possible (like Prehistorik II or Super Cauldron) to have some parts @50Hz and some animations @5Hz ;D

and it's also possible to have a dedicated engine to manage any framerate for any animation in the screen (some @50Hz, some @25Hz, ...)

even better, an automatic distribution, with priorities for main character and lower priority for background, as you must know time consumption for each element
My pronouns are RASM and ACE

Powered by SMFPacks Menu Editor Mod