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Author Topic: [40c] flickering display issues  (Read 623 times)

G-Flex

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[40c] flickering display issues
« on: August 21, 2008, 09:37:23 pm »

It seems that any PARTIALPRINT:YES option (I tried various values from 0 to 4) result in various amounts of flickering display. The display will flicker between things, for instance, on the main menu it will flicker between the black background (as per normal) and the blue tiles shown during the intro. What exactly flickers seems to depend upon the value I give the option; sometimes it's just the FPS counter ingame, sometimes it's damn near everything. Alt-tabbing out of and back into fullscreen mode is also still problematic.

Also, I wasn't getting these flickering problems with 40a whatsoever.

[EDIT]
Okay, display seems to not flicker if I set the value to 6. What I'd like to know is how these options compare to, say, what was in place in earlier versions, like 40a, and whether or not higher or lower values result in better framerate (assuming of course it works for you).
« Last Edit: August 21, 2008, 09:40:45 pm by G-Flex »
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Veroule

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Re: [40c] flickering display issues
« Reply #1 on: August 22, 2008, 04:08:18 pm »

The value is directly used to determine how many frames a given change should be redrawn for.  In simplest terms this means that your finding of 6 causes a single change in the display to be redrawn for 6 frames.  Assuming your G_FPS is at default of 50 (and you are hitting that level) that would mean that each particular update is repeated for 1/9th of a second.

The speed gain from this is that with partial print off the entire display is recalculated for each frame.  Each frame is then blanked, and the enitre frame is drawn into a buffer for display.  When partial print is on a change in the display is recorded and the existing buffer is updated with that change.  Because different graphics cards support and use different numbers of buffers the number of times any particular change has to be entered varies.  It is definitely shorter and faster to record changes then to recalculate everything that needs to be displayed.  It should be obvious that it is faster to update 1 cell out of 2000 then it is to draw all 2000 cells yet again.
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