X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=base_readme.txt;h=078c3267838235cfeaf8cbcb92d275ff34709445;hb=f3dc5a3a95396bd5b156678769b4434c123a9880;hp=5656e20b131024ae81eabe5ee63812ae123fa683;hpb=c2e83bcd16add6d776ea9ace7bc4e2622277f48e;p=libpicofe.git diff --git a/base_readme.txt b/base_readme.txt index 5656e20..078c326 100644 --- 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 #ifdef GIZ -@@0. "Interlaced rendering" +@@0. "Scanline mode" This option was designed to work around slow framebuffer access (the Gizmondo's -main bottleneck) by drawing every other line (odd numbered lines during odd -numbered frames and even numbered lines during even frames). This improves -performance greatly, but introduces artifacts for fast scrolling games. +main bottleneck) by drawing every other line (even nummbered lines only). +This improves performance greatly, but looses detail. #endif #ifdef GP2X @@ -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. #ifdef GIZ +@@1. "Double buffering" +Draws the display to offscreen buffer, and flips it with visible one when done. +Unfortunately this causes serious tearing, unless v-sync is used (next option). + @@1. "Wait for V-sync" -Waits for vertical sync before drawing. This option doesn't eliminate tearing -problems, because full framebuffer update takes much more time then the blanking -period lasts on Gizmondo.. +Waits for vertical sync before drawing (or flipping buffers, if previous option +is enabled). Emulation is stopped while waiting, so this causes large performance +hit. #endif @@1. "gzip savestates"