Nowe wersja testowa Altirry emulatora ATARI XE/XL/5200/2600.
Ostatnia pełna wersja tego emulatora, autorstwa Avery 'Phaeron' Lee, jaka publicznie została udostępniona to Alirra 4.00 z 13 listopada 2021 r.
[0] faust # AtariAge Altirra 4.01 | !!! Piątek, 22 Lipca 2022 00:40 CET [19-06-2022 21:55 CET]
Nowe wersja testowa Altirry emulatora ATARI XE/XL/5200/2600.
Ostatnia pełna wersja tego emulatora, autorstwa Avery 'Phaeron' Lee, jaka publicznie została udostępniona to Alirra 4.00 z 13 listopada 2021 r.
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This version has some pretty major rework of the D3D11 rendering path to further reduce latency. For best results, you will need to have D3D11 enabled in Options (now default for new installs), and be running on Windows 8.1 or later. A change to the waitable latency object handling helps avoid 1 frame of latency after mode changes or accessing menus, and another change to leverage frame statistics to track vsync times helps schedule presentation times to drop ~0.5 frames of latency or so. There is also a new option in Configure System > Speed to adjust the emulation speed to match vsync, which in optimum conditions (full-screen with stable timing) can drive latency down to half a frame on average. This only works when the refresh rate is close to the ideal rate (60Hz for NTSC, or 50Hz for PAL).
There are also a bunch of related new config vars to debug this, if needed. The most pertinent one is an old one, display.show_debug_info, which displays some more statistics now:
"Present latency" now measures the latency from both Direct3D and the DWM, when frame statistics are available. In optimal conditions in exclusive full-screen mode or when the DWM is able to devote an overlay (Hardware: Independent Flip), Altirra will be able to drive this down below 1 frame (<16.7ms). When DWM compositing is involved, this will unfortunately always be at least ~1.5 frames and sometimes even 2.5 frames on average. I spent days fighting this with GPUView and various strategies and there is no way around this, the Windows 10 DWM has a bug where sometimes it will stack two frames into its flip queue and drive the latency up for everything one frame higher than necessary. Windows 7 in classic theme avoids this delay as there is no composition, but there are some pretty major problems in DXGI in that version such that windowed vsync is still less effective there than it is on Windows 8.1+.
On the other hand, after extensive testing, I've gotten better at River Raid and Kaboom!. Still suck at Alley Cat, where apparently my issues were not latency related.
There are also some changes to HDR rendering, although aside from the calibration screen there's no actually much different. I went down that particular rabbit hole while diagnosing rendering issues on a new LG27GN800B monitor, which turns out to have quite worse HDR rendering than my existing LG27GL83A due to a much more aggressive tone mapping curve which makes everything muddy. The new HDR calibration screen helps expose this. I also found out that it is possible to influence the tone mapping curve by setting the MaxCLL and MaxFALL values sent to the monitor, but it's not clear if this is helpful -- most of the time it just makes the monitor tone map more aggressively and try to lie even more about how bright it can actually display. But at least the calibration screen makes it easier to tell what's happening, and whether you can actually get better colors in HDR mode or not.
changes
features added
bugs fixed
authors comment:
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