Posts: 329
Threads: 19
Joined: Dec 2008
Reputation:
4
Hi. In one of the svn builds a while back, you made a note on the website in the build description that said "Preliminary progressive scan support". Can you tell me if this was implemented into the svn builds? I don't see an option to enable this anywhere. I'm assuming it's different from the de-interlacing method gabest uses in gdx correct? If it's not in the svn repository builds yet, can we expect to see it soon? Maybe in 1.0.0? How's progress coming along?
Posts: 3.559
Threads: 21
Joined: Jul 2010
Reputation:
62
Location: Australia
it was implemented for titles which supported both progressive and interlaced via a selection at game startup
the only game i've seen this in so far in my handful of games was Street fighter anthology. The changes fixed the major lag when in progressive output.
Posts: 1.020
Threads: 2
Joined: Sep 2009
Reputation:
10
how about tri-ace's title?
Posts: 813
Threads: 5
Joined: Jan 2009
Reputation:
6
07-10-2012, 02:51 PM
(This post was last modified: 07-10-2012, 02:52 PM by dralor.)
Well it fixed the stuttering/sound cutting out in movies of tri-ace titles when running progressive scan.
Posts: 7.414
Threads: 66
Joined: Nov 2008
Reputation:
121
Location: Germany
It's not an option but auto detected.
The preliminary part was for the fact that the timings aren't known 100% and that the bit flags that enabled this mode haven't all been figured out.
All in all it works with the games that I know of that support any kind of p scan modes.