![]() I seem to remember (at least some of) the original SVGA 640x480+ games like 7th Guest having screen tearing on PCs, but maybe I'm wrong. Seems unlikely.įor me screen tearing is just not a big concern right now - sorry I don't know if the SDL 1.2 would could even be aware of VRR and thus use it. The ScummVM build I do is against (ancient) SLD 1.2 because I fell that is the best fit given the platform specs. I'm basically just saying ScummVM is awesome but currently it's missing 2 features that makes it less than what it could be Filters and vsync/vrr. It requires implementation of course, but it's not impossible, same for everything using the framebuffer. ![]() I know it's not a FPGA core and it's running purely on the arm chip but I don't see why it would limit options regarding the way things are outputed from the Mister. Of course, and it does a great job at what it does. And one consequence is that it doesn't benefit from the changes in the main MiSTer executable such as VRR. As a project, is useful for those who see MiSTer as a retro-gaming platform (a very advanced one, but that's besides the point), with the understanding that this project is not a FPGA core but purely software-based, with all the consequences of that. ScummVM is a project that takes advantage of the fact that the MiSTer has a regular CPU in it. ScummVM is not a core, it does not run on the FPGA except maybe for the framebuffer video it's a software-only piece that runs on the CPU independently of the main MiSTer executable, where the VRR changes reside. I haven't tested it but it doesn't work out of the box with the current VRR main update right? That would solve the screen tearing problems completely. ![]() Hello there, I was wondering if you were planning on bringing VRR to ScummVM? ![]()
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