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giz dblbuff, scanline mode
[libpicofe.git]
/
base_readme.txt
diff --git
a/base_readme.txt
b/base_readme.txt
index
5656e20
..
078c326
100644
(file)
--- a/
base_readme.txt
+++ b/
base_readme.txt
@@
-132,11
+132,10
@@
graphics problems for some games, so it's best to use 16bit one.
#endif
\r
\r
#ifdef GIZ
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#endif
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\r
#ifdef GIZ
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-@@0. "
Interlaced rendering
"
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+@@0. "
Scanline mode
"
\r
This option was designed to work around slow framebuffer access (the Gizmondo's
\r
This option was designed to work around slow framebuffer access (the Gizmondo's
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-main bottleneck) by drawing every other line (odd numbered lines during odd
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-numbered frames and even numbered lines during even frames). This improves
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-performance greatly, but introduces artifacts for fast scrolling games.
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+main bottleneck) by drawing every other line (even nummbered lines only).
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+This improves performance greatly, but looses detail.
\r
\r
#endif
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#ifdef GP2X
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\r
#endif
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#ifdef GP2X
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@@
-272,10
+271,14
@@
game to get sound. This is because most games initialize sound chips on
startup, and this data is lost when sound chips are being enabled/disabled.
\r
\r
#ifdef GIZ
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startup, and this data is lost when sound chips are being enabled/disabled.
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\r
#ifdef GIZ
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+@@1. "Double buffering"
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+Draws the display to offscreen buffer, and flips it with visible one when done.
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+Unfortunately this causes serious tearing, unless v-sync is used (next option).
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+
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@@1. "Wait for V-sync"
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@@1. "Wait for V-sync"
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-Waits for vertical sync before drawing
. This option doesn't eliminate tearing
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-problems, because full framebuffer update takes much more time then the blanking
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-
period lasts on Gizmondo.
.
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+Waits for vertical sync before drawing
(or flipping buffers, if previous option
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+is enabled). Emulation is stopped while waiting, so this causes large performance
\r
+
hit
.
\r
\r
#endif
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@@1. "gzip savestates"
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\r
#endif
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@@1. "gzip savestates"
\r