Vsync Support

General chat related to ScummVM, adventure gaming, and so on.

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BigT
Posts: 13
Joined: Sun Jul 15, 2007 9:22 pm

Post by BigT »

ancalimonungol wrote: I think to play games using Scummvm without tearing, all you need is the correct refresh rates. Meaning the refresh rate they were meant to be played at.
You need to configure the right resolution.
Not only. The video card also needs to know when to swap the front and back buffer. Otherwise, you would have the correct rate, but not correct synchronization (the top and bottom portions of the image may be made up of different frames when the flipping of frames is not synchronized with the refresh rate).
ancalimonungol
Posts: 22
Joined: Mon Feb 23, 2009 2:59 am

Post by ancalimonungol »

BigT wrote:Not only. The video card also needs to know when to swap the front and back buffer. Otherwise, you would have the correct rate, but not correct synchronization (the top and bottom portions of the image may be made up of different frames when the flipping of frames is not synchronized with the refresh rate).
That is true :( but if Scummvm used a Full-window mode like WinUAE (not full-screen) under Vista using Aero theme, Vista and Aero would take care of that problem for you.
BigT
Posts: 13
Joined: Sun Jul 15, 2007 9:22 pm

Post by BigT »

I haven't tried ScummVM in Vista yet...

Looks like the most feasible solution with the current version of SDL would be to bring back the OpenGL renderer...

OpenGL support on Windows would provide vsync, double/triple buffering support, and hardware acceleration.
fingolfin
Retired
Posts: 1452
Joined: Wed Sep 21, 2005 4:12 pm

Post by fingolfin »

No, that would not be a feasible solution, our OpenGL rendered *SUCKED*.

Maybe rewriting one would be an option. Based on SDL, mind you, which allows you to use OpenGL.

Or wait for SDL 1.3, which has a "native" OpenGL backend, and also uses modern DirectX on windows. There has been tons of progress on that lately, but yeah, it'll still take some time for it to be completed.
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