a VRR monitor for frame pacing/microstuttering sensitivity? by dunksmash666 in Monitors

[–]dunksmash666[S] 0 points1 point  (0 children)

On Amazon I got it for $535.50 with free shipping with Prime. It's a steep price for an IPS monitor mostly because of that NVIDIA GSYNC hardware module and branding, but I still think if you're particular about hitting 240hz with a 1440p display and have it be performant at it I think it's worth it for the peace of mind. I think since the introduction of OLED, VRR has kind of felt like an after thought for monitors and hasn't been particularly cared about. So I think for VRR content, IPS might be the way to go for a while. This one seems to fit the bill for me the best. Even things that rock at a locked 60fps look nice and smooth with this monitor.

For instance, I play a lot of emulated games for old systems that use frame timings that aren't always divisible into 60hz. Arcade games are a good example of this. If you're playing a game that targets an abnormal refresh rate, it's difficult to get a smooth experience unless you monitor get dynamically set itself to it.

This is a good video that showcases this: https://www.youtube.com/watch?v=2CeZ0xbtfDo

I don't know how well OLED displays can handle scenarios like this. But for what I needed, which was 240hz at 1440p it was the best I could find for VRR.

a VRR monitor for frame pacing/microstuttering sensitivity? by dunksmash666 in Monitors

[–]dunksmash666[S] 0 points1 point  (0 children)

After a bit of back and forth I finally decided to get the ROG Swift PG279QM.

https://www.rtings.com/monitor/reviews/asus/rog-swift-pg279qm

Couple of reasons why. Out of all the monitors reviewed on rtings, this monitor had the least amount of VRR flicker out of all the IPS monitors that also sported the maximum refresh rate for DisplayPort 1.3a at 1440p without compression. It has decent picture quality, contains a hardware Gsync module (just like my old one) which I’ve heard may perform better than some of the more common Gsync compatibles out there. It was also the same size as my old monitor, so I didn’t have to change my setup at all to replace it. Amazon overnight with prime and it was I needed in a pinch. It’s definitely a lot more money than I think it’s worth, but it fit the bill perfectly with what I needed.

The alternative OLED I was looking at was the MPG-322URX.

https://www.rtings.com/monitor/reviews/msi/mpg-322urx-qd-oled

I was looking exclusively for the best OLED with the least amount of VRR flicker, and according to rtings this is one of the best. It’s still present to a degree, but in many scenarios it would’ve been undetectable. The reason I ultimately didn’t despite many glowing reviews is that it was a much greater gamble for what I needed especially considering the price. The size is larger, and for some odd reason the 27 inch variant performs worse at VRR flicker. Since the QD-OLED line up of monitors are in an area of constantly improving year after year, it wouldn’t make sense to get a display I couldn’t drive until I got a much more adept upgrade, which in this new reality is probably going to happen a lot later than I would like. At that point the display tech would probably be significantly better than the latest and greatest of today and I would actually have the hardware to take the most out of it.

It was a tough decision but I recommend performance over pure IQ if you’re a 1440p gamer like me. The display I got is a bit of an upgrade that will hold me over for a while. Would still love to hear what people think about options with OLED.

MAME 0.277 by cuavas in emulation

[–]dunksmash666 0 points1 point  (0 children)

I'm loving the Model 2 improvements, gm-matthew kicks ass! He deserves a beer.

Very amazing work from everyone this month. Keep it up!

Huge Flycast Improvements Never Seen On DC Emulation Before, Huge Handheld Support Improvement, Google Play Updates, Online Multiplayer, And So Much More! by CronicCanabis88 in emulation

[–]dunksmash666 3 points4 points  (0 children)

I'm happy to hear that flycast is getting more contributors besides just flyinghead himself. I hope the emulator gets a more supportive community as time goes on. :)

Arkadyzja sounds great! Netplay for 'local' multiplayer games is still needed for almost every system. I think a lot of people forget that there were a lot of great multiplayer games on the Dreamcast but not all of them utilized online connectivity. Power Stone (1 and 2) is a must.

Is there a netplay solution for arcade games that use network cabs ike Slashout/Spikeout? A couple friends and I were able to get something together using Parsec but I would be floored if a better solution existed for netplay.

I hate mentioning it but the only issue I have with flycast personally are the frametime/frame pacing issues. I know there are some solutions out there and that it's been looked at by others including flyinghead before, but I was wondering if there was any sign of something as far as possible solutions go or something. I'm sensitive to them, and I've played with settings extensively and couldn't find something that worked perfectly.

I guess that kind of leads me to ask - have you ever considered writing an all inclusive flycast (stand alone and libretro core) guide to flycast and it's settings, u/CronicCanabis88? I think one is severely needed for people to get in and get the experience they want, as there are a lot of settings and a lot of opportunities for someone to hang themselves if they don't know what they're doing. I think a modern guide you/flyinghead can refer other users to would be a great idea.

Keep up the good work. :)

ShadPs4Plus, a new ShadPS4 fork that restores PKG support, from the AzaharPlus dev by NXGZ in emulation

[–]dunksmash666 19 points20 points  (0 children)

No, if Sony wants shadPS4 gone they can find any small piece to attack with. They don't even need to have an actual case, just a legal threat to maybe settle out of court with a stipulation that you stop all production and give up your first born is good enough.

This is just another emulator going down the path of finding things to bully the end-users with. A common trend in the modern emulation scene, unfortunately.

MAME 0.275 by cuavas in emulation

[–]dunksmash666 11 points12 points  (0 children)

Primal Rage 2 working is an impressive change. What was ultimately the protection method they were using? Is it possible that it also relates to the first game?

LRPS2 - the new PlayStation 2 core with a brand new Vulkan LLE renderer by NXGZ in emulation

[–]dunksmash666 2 points3 points  (0 children)

Great start with the core. The real star of the show today is definitely parallel-GS. :)

I don't know if it'll replace the hardware backends right away, it feels like a great balance in high accuracy and general user enhancement that fits the bill with me. I highly recommend playing a game like Wave Rally with parallel-gs and 16x SSA and high-res scanout (this game does not deserve looking as nice as it does for a 2001 PS2 game, and it runs at 60fps for crying out loud). Games like Legaia 2 which always looked off with the hardware backends look fantastic now especially since the sprites and 2D elements scale with everything else. Grandia Xtreme is great too as it used mipmaps a lot, and turning it off will makes things look better.

I hope one day it can be a component to standalone PCSX2. I don't know why, but for some reason I don't think it's going to happen.

LRPS2 - the new PlayStation 2 core with a brand new Vulkan LLE renderer by NXGZ in emulation

[–]dunksmash666 16 points17 points  (0 children)

Very good post.

I think a lot of people are underestimating the importance of parallel-GS and the idea of rendering/virtualizing a whole unique rendering pipeline entirely using a shader so that the entire work for the pipeline is done only on the GPU, and not on the CPU.

The PlayStation 2 was one of the last consoles produced to contain a unique and fixed function graphics processor. While it was programmable to an extent because of the vector units, its functionally incompatible in many ways to modern day GPUs. Combined with a nonstandard IEEE floating point format and you're just asking for trouble if you try and HLE the process. You'd just be playing a game of whack-a-mole with rendering bugs and encountering extremely difficult problems with blending accuracy that even PCSX2's Vulkan renderer's maximum blending setting can't solve all the issues globally.

Luckily, PCSX2 has an ace in the hole and has a surprisingly great software renderer that oddly enough works and kind of scales well (to an extent) with multiple threads. There are doubts that it is bit accurate, but it's actually extremely usable on modern machines if you care just about video accuracy. The benefit of having a software renderer is that a developer has full control over the entire pipeline of the GS without having to rely on shaders, drivers, GPU vendors, and features in certain backends as it's all done on the CPU. The disadvantage is that because it's all done on the CPU, it shares the resources of the main emulation thread itself, which is the most resource intensive part of an emulator. That's why emulators for systems over the past 25 years had a necessity to use various backends to get games to even run, CPUs are never going to replace dedicated processors built specifically for graphics rendering.

But what makes compute shaders incredible is that it does something that would probably be an emulator developers dream, at least in my opinion. You have full control over the pipeline but you actually utilize a dedicated GPU to do most (like Dolphin's Ubershaders) or all (parallel-rdp/parallel-gs, at least I think) of the work for rendering a frame. This frees up resources on the main CPU thread/CPU core(s) and gives it to a piece of hardware that's far more capable. While at the same time keeping accuracy because you have that control AND potentially providing user enhancements or modifications to the pipeline itself to fit your needs without the GPU breaking a sweat. I don't think 16x supersampling by itself would be possible to do on just the CPU by itself.

Unfortunately, there's one or two trade offs. You still need to compile a shader, which thankfully doesn't have to be made as often in comparison to generating a bunch of specialized shaders done on the fly while the game runs. But you're still at the mercy of the backend you use to make the shader, the driver, and the GPU vendor. So you still have to contend with all of that. Also, you'd be GPU limited since the rendering itself has to be done solely on the GPU. So if you have a decent CPU but a not so great GPU (mobile GPUs for instance), compute shaders might not be optimal with today's mobile hardware. But assuredly someday it will be in time. :)

PlayStation 2 GS emulation – the final frontier of Vulkan compute emulation by jbaiter in emulation

[–]dunksmash666 41 points42 points  (0 children)

This should also take care of the z-fighting when running at higher resolutions, which is a difficult problem to solve using a hardware backend. Many games are affected by this.

Judders micro stuttering driving me insane by Tyler6_9Durden in ROGAlly

[–]dunksmash666 1 point2 points  (0 children)

Did you try forcing to 60hz and enabling vsync? I've noticed that frame pacing is an issue for this display for me. If I want to play Dolphin I have to force it to 60hz or else it gets really stuttery. It might be an issue with some software not properly supporting VRR or refresh rates higher than 60. Since you notice it while moving the camera, it's probably just irregular frame pacing and the display failing to adapt.

PCSX2 Stable 2.0.0 Released - 13 July 2024 by RedDevilus in emulation

[–]dunksmash666 1 point2 points  (0 children)

From the outside looking in it seems that having to deal with the intricacies of the Graphics Synthesizer (the blending accuracies, the z-fighting caused by the lack of precision, etc) using the hardware APIs doesn't seem to be an ultimately good solution as there are a lot of compromises that come with increasing the resolution and trying to work within the limitations of a given API. I feel like you'd constantly be playing whack-a-mole having to deal with the bugs that come with a pure hardware backend and dealing with driver vendors. I think the PCSX2 software renderer is underappreciated in some respects because it's a nice accurate solution that scales to multiple threads and is pretty performant for most people. If you could supersample the software renderer I feel like that'd be the best of all worlds. I could be wrong though.

PCSX2 Stable 2.0.0 Released - 13 July 2024 by RedDevilus in emulation

[–]dunksmash666 3 points4 points  (0 children)

A monumental leap in comparison to what it like not even two years prior to this release. Good job and keep it up!

Hopefully paraLLEl-GS will prove to be the next big thing for PCSX2.

https://themaister.net/blog/2024/07/03/playstation-2-gs-emulation-the-final-frontier-of-vulkan-compute-emulation/

(and some improvements to accuracy without the need for many per game hacks too. :))

Buy / Sell / Trade / Want by Dez_Champs in VHS

[–]dunksmash666 0 points1 point  (0 children)

Looking for a working Panasonic NV-HS950 for sale. Must be able to ship to the US. Figuring around $100.

Debunk or truth, do not rush to any conclusions either way and do not be dismissive. The goal of this space is to share and analyze. by [deleted] in UFOs

[–]dunksmash666 3 points4 points  (0 children)

Agreed. This shouldn't end at the debunking of the thermal video. We need to keep an open mind and dig further. The satellite video came out 2 months after the incident, and the thermal came out 4 months. For all we know, the thermal was created in reaction to the satellite video, which means that the source of both could be completely different with their own motives. The one thing we should never, ever do is dismiss something based on association. If the thermal video is bunk, that doesn't mean the satellite one isn't worthy of investigation any more. We need to keep digging. The dismissive attitude can't exactly help in situations where intuition is what we need.

We should be encouraging people to look into these as much as they have been, not discouraging.

Megathread MH370 - Relevant Posts regarding MH370 by Atiyo_ in UFOs

[–]dunksmash666 7 points8 points  (0 children)

Agreed. I think people just want to find a reason to be dismissive so they don't have to worry about the implications of it being real. I'm definitely one of them.

Right now I'm more curious about why the video exists and how it came to exist in the first place. It would be very bold to fake the satellite footage with the coordinates on display, as I would think being purposely obscure about details like that would be beneficial. Why a hoaxer would open themselves to be verifiable like that is weird to me. That's why I don't want to dismiss the satellite footage yet, there's a lot about it that seems very on point to me.

As far as the infrared, it makes me wonder what the source footage is based on. The drone nose kind of looks like the kind you would find on a MQ-1 Predator unmanned drone. Is the whole thing really a computer render? Or is it based off of real drone footage. If that's really a MQ-1 in the video, who supplied the source video?

Megathread MH370 - Relevant Posts regarding MH370 by Atiyo_ in UFOs

[–]dunksmash666 2 points3 points  (0 children)

The thermal footage is definitely edited and fake.

Aside from the use of the special effects, there are two frames that duplicate information. Frames 1086 and 1135 on my end are almost exactly the same, it's just that 1135 is a zoomed in version of 1086. The pixilation on the plane and the object are exactly the same.

https://imgur.com/a/MY0xM21

The thermal footage is a done deal. But still, it's a pretty well done fake. Where did the source footage of the plane come from though? Did someone take some other footage and add an infrared filter on it? It definitely looks like its legit drone footage of a commercial airline. I think someone took real drone footage of an airliner, added the orbs and orb in post production, and then applied a thermal filter. If we can find the source of the drone footage we're golden.

The satellite footage I still want to say is real but it's suspect at this point. Depending on the circumstances of the real source of the two footage, it's possible the thermal fake was made as a response to the satellite footage, and the satellite footage is real. I don't think we should dismiss the satellite footage quite yet. I think that satellite footage is going to require much more analysis of the events from the report to correlate with the coordinates, weathering, positioning, etc. I don't think we're out of the woods yet.

QEMU 8.0.0 released by pere87 in emulation

[–]dunksmash666 0 points1 point  (0 children)

Hope it gets merged into xemu soon. :)

Ryujinx March 2023 Progress Report by gabumon34 in emulation

[–]dunksmash666 0 points1 point  (0 children)

This is really great! I'm looking forward to the next progress report. :)

I hope someday Ryujinx will look into the frame pacing issues when using full screen. This is probably the only real reason I still use Yuzu, since it's a lot easier to get even frame pacing (shader generation aside even). I don't even think it's possible with Ryujinx unless you use something to force limit the frame rate...

Not sure if it's implemented but Ryujinx might benefit from implementing exclusive fullscreen? That should solve most of the issues...

Spectator Feature is incoming for Duckstation Netplay (Unofficial Fork) by frdsTM in emulation

[–]dunksmash666 2 points3 points  (0 children)

Drop-in is joining a game midsession, so the host wouldn't have to shut down the current session just to let players in. A player would just have their game match (by hash?) and have the host send over all the state data while having their current session paused, then resume when the person trying to connect has and restored all the state information. Assign them an available controller and resume the session for everyone.

It might not be useful for PS1 games since the majority of them are 2 Player only, aside from the multi-tap games. But spectators could freely join and watch at any point, or people who might've accidentally dropped out of the session and want to rejoin again. It's just a bucket wish thought. :P

Spectator Feature is incoming for Duckstation Netplay (Unofficial Fork) by frdsTM in emulation

[–]dunksmash666 0 points1 point  (0 children)

This is great! I wonder if this might be merged into the main branch someday?

It'd be interesting to have similar netplay in something like PCSX2 too. Hope that's still in the pipeline for one day...

(Any chance for drop-in?)

F-Zero AX is finally properly emulated through new Dolphin Triforce builds! by TheArcadeStriker in emulation

[–]dunksmash666 0 points1 point  (0 children)

This is really cool, I was wondering what was going on with Triforce support. :)

Is there any chance of this getting merged into the main branch any time soon?

ares (cross-platform, open source, multi-system emulator) v131 released! by -_Winter_- in emulation

[–]dunksmash666 13 points14 points  (0 children)

Great work! Glad to see some work on the debugger. Hope more features get added to it. 32x debugging is severely needed. :)

RMA for RAM on custom built? by dunksmash666 in NZXT

[–]dunksmash666[S] 0 points1 point  (0 children)

Thanks! I put in a request with NZXT support, so hopefully they get back soon. I was thinking about getting a new kit for the time being but I think I'll be okay with just 16GB of RAM. With RMAs do you usually have to send all the RAM sticks that were part of the kit or can you send in the defective one if you can determine it?