My setup is:




Please let me know what could help.
Hell no. If he's using an LCD monitor, the resolution should be set to his display's native. 640x480 (and pretty much every resolution lower than the native) looks ugly as sin on an LCD.DC906270 wrote:erm, dont know if this is causing the problem, but youre screen resolution settings are set at 1600 x 1200. most arcade games should be set at 640 x 480. you should set this to auto for best results.
I am using a 15" In Plane Switching LCD laptop, its quite nice for an LCD. Its a 4:3 UXGA so the max res is 1600x1200(exactly quadruple of 640x480 I believe). I dont see an option for "real scanlines" in FX, does it have any other name?Obiwanshinobi wrote:Hell no. If he's using an LCD monitor, the resolution should be set to his display's native. 640x480 (and pretty much every resolution lower than the native) looks ugly as sin on an LCD.DC906270 wrote:erm, dont know if this is causing the problem, but youre screen resolution settings are set at 1600 x 1200. most arcade games should be set at 640 x 480. you should set this to auto for best results.
Aesthetically the best setup is: given monitor's native resolution, NO FILTERING WHATSOEVER and "real scanlines" (that's how Mameuifx32 call them anyway). If he's using a CRT, 640x480 for horizontals and 800x600 for verticals, NO FILTERING WHATSOEVER, "alternate scanlines" (that's how Kawaks call them anyway) and - of course - correct window/full screen ratio are usually the best option for lo-res 2D games. That said, even on a CRT the picture upscaled to high resolution (WITHOUT FILTERING) and scanlined (with scanlines thickness 25% or so) doesn't look too shabby. Still more antiseptic than on the original hardware, but the Holy Pixellation remains unscathed.
There are various nuances to the different emulators' scanlines drawing methods, but monitor's native resolution, scanlines and no filtering are essential if you do not wish to mutilate lo-res graphics on a hi-res display.
I'm curious to see the math behind that.dakonishi wrote:the max res is 1600x1200(exactly quadruple of 640x480 I believe).
I'm sorry I meant quadruple the size of SVGA 800x600dmauro wrote:I'm curious to see the math behind that.dakonishi wrote:the max res is 1600x1200(exactly quadruple of 640x480 I believe).
Don't worry, mame is good at math, just use integer scaling and that will keep it from getting all fuzzy and if you're running in full screen should just give you black borders for whatever screen area it's not using. I used to run mame like this on my LCD monitor and it actually looked really nice.
As for reducing lag, there's your controller to consider as well...
Perhaps plain "scanlines" will do the trick. I'm not familiar with the GUI you're using, but that slider beneath the "Effect Overrides" and "Scanlines" captions seem to control scanlines thickness. 25% is usually okay. I don't remember how "Apperture grille" effect you've apparently chosen looks like, but in my opinion nothing beats proper scanlines. Just saiyn'.dakonishi wrote:I am using a 15" In Plane Switching LCD laptop, its quite nice for an LCD. Its a 4:3 UXGA so the max res is 1600x1200(exactly quadruple of 640x480 I believe). I dont see an option for "real scanlines" in FX, does it have any other name?
Bear in mind that no matter how fast your machine is and how laggy the controller/adapter, the most rampant input lag in MAME is hard-wired, depends on a game in discussion and I don't know a way around it. Metal Black has literally no input lag (the ships moves in the first frame you're holding a direction), DoDonPachi and Dangun Feveron have one frame's worth of input lag (ships move in the second frame), Guwange and ESP Ra. De. - two frames, Progear no Arashi (in Kawaks too), early Psikyo games, Battle Garegga/Bakraid - three frames, Mars Matrix - four frames from what I remember...dmauro wrote:As for reducing lag, there's your controller to consider as well...
Dunno, maybe your version of MAME recognises the optimal aspect ratio. If that's the case, certain games can be bordered indeed. As far as I can tell, Mameuifx32 displays every game either in 4:3 or 3:4 by default. You can force some other aspect ratio (an arcade machine owner can tweak the proportions to his/her liking via the monitor settings I believe). Some games have slightly deformed look in 4:3 (Metal Black, Darius Gaiden, R-Types on the PSX), but they won't tell you which aspect ratio is optimal. You can experiment until round objects (bullets, segments of multi-jointed bosses etc.) will be round indeed rather than oval. If you really care, that is. Taito games on Taito Legends 2 for the PS2 have the exact same deformation (maybe except for Bonze Adventure/Jigoku Meguri, which runs slightly bordered and doesn't look deformed). Seems like Taito wouldn't care (but then again, nearly all of those retro collections for the PS2 are lazy; only Gunstar Heroes Treasure Box shows how it should be done).dakonishi wrote:I get a black bar around some games, others like Gradius III snap right to 4:3. Is the correct way it should display?
Don't use Windows (or MacOSX, which is even worse). All the testing I've done so far has shown Linux to have objectively higher maximum framerates, and subjectively less input lag than either Windows or Mac, particularly when using USB game controllers.dakonishi wrote:Hey guys I am using MAMEFX 0.106 and was wondering if you have any tips to minimize input lag.
Too bad the frontends are all so awful!elvis wrote:Don't use Windows (or MacOSX, which is even worse). All the testing I've done so far has shown Linux to have objectively higher maximum framerates, and subjectively less input lag than either Windows or Mac, particularly when using USB game controllers.dakonishi wrote:Hey guys I am using MAMEFX 0.106 and was wondering if you have any tips to minimize input lag.
The latter I'll be testing objectively once I can get my hands on a 60FPS camera!
In fact I think it's not bad at all. Almost all the vertical shmups are 320x240, so 1600x1200 it's just 5 times 320x240, with a decent scanline image, you'll get nice emulation in that monitor.. but bigger resolutions increase the CPU use and decrease the FPS. I've checked that with the 2 monitors I have at home, with the same computer I get more FPS and less delay at 1024x768 than 1366x768dmauro wrote:I'm curious to see the math behind that.dakonishi wrote:the max res is 1600x1200(exactly quadruple of 640x480 I believe).
No reason for that, as long as the game runs at constant 100% speed (F11 to check while in MAME).DC906270 wrote:Yeh, m, i know i was shot down in flames earlier in the thread, but i would have thought that if the emulator is doing work to put more lines on the screen, then it would slow it down some and might introduce greater lag as a side effect
Do a frame-by-frame check in MAME.spl wrote:What is the best way to notice input lag? I'm using PSX -> USB adaptor with an LCD which is rated at 12ms response time. I don't notice any difference on this setup compared to a stick with direct USB interface and a CRT monitor.
How do I do that?? sorry for being a noob.captpain wrote:Do a frame-by-frame check in MAME.spl wrote:What is the best way to notice input lag? I'm using PSX -> USB adaptor with an LCD which is rated at 12ms response time. I don't notice any difference on this setup compared to a stick with direct USB interface and a CRT monitor.
Actually, what I just said won't help you at all! So never mind. I misread what you wrote.spl wrote:How do I do that?? sorry for being a noob.captpain wrote:Do a frame-by-frame check in MAME.spl wrote:What is the best way to notice input lag? I'm using PSX -> USB adaptor with an LCD which is rated at 12ms response time. I don't notice any difference on this setup compared to a stick with direct USB interface and a CRT monitor.
Drat. Hmm, suddenly I have an idea what to do with that embedded Linux on my Asus motherboard...probably will end up getting a separate HDD though. Could be interesting.elvis wrote:Don't use Windows (or MacOSX, which is even worse). All the testing I've done so far has shown Linux to have objectively higher maximum framerates, and subjectively less input lag than either Windows or Mac, particularly when using USB game controllers.dakonishi wrote:Hey guys I am using MAMEFX 0.106 and was wondering if you have any tips to minimize input lag.
The latter I'll be testing objectively once I can get my hands on a 60FPS camera!
its only a problem if you notice it yourself. like, you push 'up' or 'fire' and theres a delay between you moving the control, and the ship or whatever on the screen actually moving or firing.What is the best way to notice input lag?
Wow, I have never noticed that in any games. Maybe i'm just too noob? I don't know but that sounds awful.DC906270 wrote:its only a problem if you notice it yourself. like, you push 'up' or 'fire' and theres a delay between you moving the control, and the ship or whatever on the screen actually moving or firing.What is the best way to notice input lag?
Try Mars Matrix in MAME and you'll notice it. It's really bad in that game, unfortunately.spl wrote:Wow, I have never noticed that in any games. Maybe i'm just too noob? I don't know but that sounds awful.DC906270 wrote:its only a problem if you notice it yourself. like, you push 'up' or 'fire' and theres a delay between you moving the control, and the ship or whatever on the screen actually moving or firing.What is the best way to notice input lag?
NOOOOOOOOOoooooooonZero wrote:Also, it's worth noting that many games have a frame or two of input delay built in, even on the original arcade versions and subsequent console ports.