Functions against PAL juddering
Posted: Sun Mar 04, 2012 4:36 pm
Hello.
Snes9x is the best Emulator I ever have seen! I am using it since 2000.
The Emulator works really well with NTFS games. But there is a problem with PAL games. This is not a problem of Snes9x, but a common problem.
NTFS games run with 60 FPS (frames per seconds), while PAL games run with 50.
Because the most TFTs and LCTs run with 60 FPS, PAL games judders a little bit because the framerates does not match up. When you play PAL games, you will know what I mean.
I think the problem is not only the fact that TFTs run with 60 FPS because I testet some PAL games with an older monitor which runs with 100 FPS (which is a multiple of 50 FPS) and it still judders.
Is there a possibility to implement functions against this PAL juddering? For example "Frame Blending". Frame blending fades two frames, so the animations are smoother.
http://www.youtube.com/watch?v=spnPUORGMak
At 0:22, you can see what this does. When rendering a new frame, it takes the previous one with less opacity (lower alpha value) and fades them together to create smoother animations.
Can you implement it? Or do you have better ideas?
Snes9x is the best Emulator I ever have seen! I am using it since 2000.
The Emulator works really well with NTFS games. But there is a problem with PAL games. This is not a problem of Snes9x, but a common problem.
NTFS games run with 60 FPS (frames per seconds), while PAL games run with 50.
Because the most TFTs and LCTs run with 60 FPS, PAL games judders a little bit because the framerates does not match up. When you play PAL games, you will know what I mean.
I think the problem is not only the fact that TFTs run with 60 FPS because I testet some PAL games with an older monitor which runs with 100 FPS (which is a multiple of 50 FPS) and it still judders.
Is there a possibility to implement functions against this PAL juddering? For example "Frame Blending". Frame blending fades two frames, so the animations are smoother.
http://www.youtube.com/watch?v=spnPUORGMak
At 0:22, you can see what this does. When rendering a new frame, it takes the previous one with less opacity (lower alpha value) and fades them together to create smoother animations.
Can you implement it? Or do you have better ideas?