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Posted on 21-06-15, 22:43 in Frame pacing in SNES games
Post: #21 of 21
Since: 11-08-18

Last post: 1255 days
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I am very picky about UIs, so I spent the weekend working on a highly-customized version of OpenEmu—like RetroArch, but highly Mac-focused. The UI now works exactly the way I want it to, and this makes me very happy.

Today, I started using it to play SNES games, and I began to notice what I would describe as "frame pacing" problems—the speed of the game is consistent, but it isn't displaying new frames at constant intervals. To remove the usual suspects, I'm playing NTSC games on a 60 fps monitor (although without variable refresh).

Of course, I immediately assumed that my software setup was to blame—but then I took a screen recording so I could step through the frames. The thing is, in my recording, there are no duplicate frames, at least technically. At least one thing always changes, whether it's the player or an enemy or the background scrolling—but a lot of individual objects do seem to be stuttering, including the player character.

One particular area I'm perceiving a lot of stutter are moving platforms in Super Mario All-Stars, especially when they also trigger the background to start scrolling. (E.g. 1-3 of "The Lost Levels").

Were SNES games just always like this? I think what's happening here is I spent enough time on my custom emulator interface thing feels that it feels my baby, and I'm suddenly more perceptive to problems. But it's interesting that games are like this; Google isn't returning anything on the topic. Also, on the whole, NES games seem to feel smoother.
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