MathewWi / snes9x-gx

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Weird Choppy Framerate Issue #498

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Play any game (easily noticeable on a fast sidecrolling game, like Ninja
Gaiden Trilogy)

What is the expected output? What do you see instead?

A few seconds after starting a game, the framerate will start to skip (it
will slowdown for a moment, then recover the speed, and slowdown again...).
Anyway, I'm not sure exactly how to define it, but it's something very
annoying).

The game will return to normal speed if you call the menu, but after a few
seconds the problem will start again.

I tried all video modes (original, filtered and unfiltered) and the same
problem happens. I also tried a different video cable and a different TV.
Same problem.

This issue only happens with the last version (Snes9x GX 4.1.9). 

The last version of FCE Ultra GX also have a framerate problem (the
framerate becomes really jerky after a few seconds and stay like that), but
only when using the original video mode. Entering and exiting the menu will
also return the framerate to normal, but the issue happens again after a
few seconds.

I'm really surprised that this problem wasn't reported before. 

Original issue reported on code.google.com by thiagoalvesdealmeida@gmail.com on 26 May 2010 at 1:30

GoogleCodeExporter commented 9 years ago
It wouldn't hurt to ask...or at least let him know that his help would be very
appreciated if he have the time and the interest in looking into this.

I also think this sound issue is very frustrating. Wii is the best way to play 
some
emulators, and the only obstacle to a perfect game experience is the sound 
problem. 

Original comment by thiagoalvesdealmeida@gmail.com on 1 Jun 2010 at 5:19

GoogleCodeExporter commented 9 years ago
I did make contact with ekeeeke31 and as of right now, he's focusing on the 
release
of the next version of genplus-gx  (1.3.2 I think); while he didn't 
specifically say
"no", he isn't going to make any promises. Maybe it would be a different story 
if he
heard it from someone else....?

Original comment by nintendonerd1889@gmail.com on 1 Jun 2010 at 2:26

GoogleCodeExporter commented 9 years ago
Okay, update! I believe I found the value(s) that may be responsible for the 
audio
skipping. I remember using emulators that had the same issue, such as Bsnes, 
and I
though to myself "what's causing this!?" and then I realized "Aha! The audio 
buffer
values! If I experiment with different millisecond values, I'll eventually get 
to a
buffer that works!" So, then it hit me, "why can't the same be done for snes9x 
in in
the audio.cpp file?" So, attached are three possible locations on where this 
value
could be changed (and eventually, fix this issue). Then again, I could be way 
off and
these entries have nothing to do with audio buffer.   

Original comment by nintendonerd1889@gmail.com on 1 Jun 2010 at 7:53

Attachments:

GoogleCodeExporter commented 9 years ago
Are you sure that this problem doesn't happen with version 4.1.5? (pre-1.52 
change).
If 4.1.5 doesn't really have this issue, maybe it would be interesting to 
compare the
audio files on both versions.

Original comment by thiagoalvesdealmeida@gmail.com on 1 Jun 2010 at 8:48

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
The APU is completely different in 1.51 than 1.52. There's a setting called 
Settings.SoundSync and S9xSyncSound() that I don't know how to use, and 
Settings.SoundInputRate, which the docs say if you set lower than 32000 
can "eliminate crackling". Last but not least, there's S9xInitSound() which you 
can 
use to change the buffer size and lag. It's all in the docs (http://snes9x-
gtk.googlecode.com/svn/trunk/docs/porting.html).

Original comment by dborth@gmail.com on 1 Jun 2010 at 10:36

GoogleCodeExporter commented 9 years ago
I never thought of doing that, so, what I did is compared the two versions of
audio.cpp (4.1.5 and 4.1.9) and took screeshots of them to see what I could 
find out.
The values look the same, but I did notice extra lines of code that one had, 
but not
the other. If these are too big to attach on the thread, please tell me. 

Original comment by nintendonerd1889@gmail.com on 1 Jun 2010 at 10:38

Attachments:

GoogleCodeExporter commented 9 years ago
Version 4.1.5 don't have this audio issue... If this is really a Wii 
limitation, like
eke-eke said, why this problem only occurs on the 4.1.6-4.1.9 versions, but not 
on
4.1.5 and above? Sure the APU is different, but the frequency and other audio
settings are the same.

Maybe it's not that complex and some other change between 4.1.5 and 4.1.6 
created
this problem, or the new audio core needs a different configuration...I don't 
know. 

It just doesn't look to need a major change just to do something that an older
version already did.

Original comment by thiagoalvesdealmeida@gmail.com on 2 Jun 2010 at 3:45

GoogleCodeExporter commented 9 years ago
My thoughts exactly. The difference doesn't look that big compared to newer 
versions,
 but who knows?

Original comment by nintendonerd1889@gmail.com on 2 Jun 2010 at 3:49

GoogleCodeExporter commented 9 years ago

Original comment by dborth@gmail.com on 21 Jun 2010 at 1:37