Search found 13 matches

by UrQuan
Sat Jan 12, 2019 12:47 am
Forum: Help and Support
Topic: Unable to run daily snapshots
Replies: 16
Views: 10682

Re: Unable to run daily snapshots

I get an assertion when running both the daily build and the buildbot one's: Assertion failed: !filename.empty(), file common/file.cpp, line 46 Could be something unrelated then, but it did start around the same time, and like CaptainJei I've been running the snapshots before this for years without ...
by UrQuan
Wed Oct 24, 2018 6:55 pm
Forum: Help and Support
Topic: Bugged aspect ratio scaling in SDL?
Replies: 4
Views: 3128

Re: Bugged aspect ratio scaling in SDL?

1280x960 (4x): https://drive.google.com/open?id=1lbd9ZYDYD6hNnSO5oD8-oestGFgtEy0J 1280x1000 (4x pixel-perfect): https://drive.google.com/open?id=1wk87f2r4VHwYb0PrpBj9XIFS4QlbE1QM It is pixel-perfect indeed, as advertised. 4x nearest neighbor is already "good enough" to where there is not a...
by UrQuan
Sun Oct 21, 2018 7:36 pm
Forum: Help and Support
Topic: Bugged aspect ratio scaling in SDL?
Replies: 4
Views: 3128

Re: Bugged aspect ratio scaling in SDL?

Right. I just checked that and the code actually behaves better than I remembered. The scaling is done in three passes and not in two passes: First apply the graphics mode scaling (such as 2x or 3x). Then apply the aspect ratio correction. And finally apply the stretching to the screen/window resol...
by UrQuan
Sat Oct 20, 2018 11:07 pm
Forum: Help and Support
Topic: Bugged aspect ratio scaling in SDL?
Replies: 4
Views: 3128

Bugged aspect ratio scaling in SDL?

Hi again criezy. I have done some research here. It is actually possible to change the interpolation done for the aspect ratio correction in SDL graphics modes by changing this line of code (for example using kSuperFastAndUglyAspectMode to get nearest neighbor interpolation). "SuperFastAndUgly&...
by UrQuan
Fri Oct 12, 2018 7:12 am
Forum: Help and Support
Topic: Slow OpenGL mode in SCUMM
Replies: 16
Views: 7564

Oh. Without even looking at the images I know what you mean. This is related to what I explained in this post . When using OpenGL the aspect ratio correction and stretching is done all in one pass, respecting the "Filter graphics" option. But in SDL mode the aspect ratio correction is don...
by UrQuan
Thu Oct 11, 2018 3:23 pm
Forum: Help and Support
Topic: Slow OpenGL mode in SCUMM
Replies: 16
Views: 7564

Hmm, I think I found something here. Look at these three images: DOSBox SDL 3x with aspect ratio correction: https://i.imgur.com/89R3Egb.png ScummVM SDL 3x without aspect ratio correction: https://i.imgur.com/OlZ6odT.png ScummVM SDL 3x with aspect ratio correction: https://i.imgur.com/EKV5yoq.png Go...
by UrQuan
Thu Oct 11, 2018 11:13 am
Forum: Help and Support
Topic: Slow OpenGL mode in SCUMM
Replies: 16
Views: 7564

Also by curiosity I just recorded that intro with both OpenGL and SDL 2x graphics modes in fullscreen and checking frame by frame I get exactly 11 frames for the first fade out for both (and the recording is at fixed 60 FPS for both which gives a 183 ms transition). And if anything the cursor movem...
by UrQuan
Thu Oct 11, 2018 10:55 am
Forum: Help and Support
Topic: Slow OpenGL mode in SCUMM
Replies: 16
Views: 7564

Oh, you must excuse my ignorance on this. I meant exactly that; nearest-neighbor, but indeed it looks pretty good to me, and doubly so compared to my monitor's or graphics card's bilinear filtering if I just play in fullscreen or maximized window with the pixel-duplication scaler. In any case, that...
by UrQuan
Wed Oct 10, 2018 6:53 pm
Forum: Help and Support
Topic: Slow OpenGL mode in SCUMM
Replies: 16
Views: 7564

I have a very quick comparison here with the screen transitions. This doesn't tell you anything about how it just feels slow and weird in general, but it's a quick benchmark for anyone to test if they have this problem. SDL https://www.youtube.com/watch?v=2qAq-UUTZ1Y That first fade-out takes 174 ms...
by UrQuan
Wed Oct 10, 2018 6:13 pm
Forum: Help and Support
Topic: Slow OpenGL mode in SCUMM
Replies: 16
Views: 7564

I just tried Sam & Max with OpenGL, together with the Pixel Perfect scaler and the mouse pointer is as fast as it ever was. AmigaOS4 here Hah, I'm not doubting your judgement on the mouse cursor thing, but were the screen transitions as fast as well compared to SDL? I'm talking about the "...
by UrQuan
Wed Oct 10, 2018 6:06 pm
Forum: Help and Support
Topic: Slow OpenGL mode in SCUMM
Replies: 16
Views: 7564

I have never noticed speed issues with OpenGL on macOS, but maybe this is specific to Windows (you didn't specify what OS you and the other users in the Speedy Adventures discord are using). Or this might be because I have not played a SCUMM game for a while. I will try to remember to try this toni...
by UrQuan
Wed Oct 10, 2018 12:05 pm
Forum: Help and Support
Topic: Slow OpenGL mode in SCUMM
Replies: 16
Views: 7564

I see... Is there a possibility to implement pixel-perfect output for SDL, like OpenGL has? I dread going back to ScummVM now that I've gotten used to DOSBox ECE. If something like this was implemented for ScummVM I wouldn't need to use DOSBox again: https://www.vogons.org/viewtopic.php?f=32&t=4...
by UrQuan
Wed Oct 10, 2018 10:22 am
Forum: Help and Support
Topic: Slow OpenGL mode in SCUMM
Replies: 16
Views: 7564

Slow OpenGL mode in SCUMM

The forum rules state not to report bugs here, but I have to assume that this is known and is not considered a bug, or that there is no trivial fix in any case. No steps to reproduce needed. Everyone in the Speedy Adventures discord has this problem, without exception. To my knowledge, all SCUMM-eng...