Author Topic: ssf2t and clones strange behaviour  (Read 7052 times)

Offline manliodp

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ssf2t and clones strange behaviour
« on: August 27, 2010, 08:27:02 AM »
Hi devs,
i'm really going mad about some issues on ssf2t and his clones..
The game seems to suffer screen update problems on some stages;
e.g.: on ryu stage the refresh get really choppy and a lot of frames are skipped even if the fps indicator is locked to ~60.
I think that the fault of this problem is partially bad coding on capcom part for the game, infact also the real pcb slows down on some stages but it seems that FBA takes all this further, adding problems.
I would like to add that i tried other games, even more resource heavy and they play perfectly.
I did tests on 3 different powerful machines for the last month, trying all possible combinations of video options but no luck.
I've tried to overclock the 68k CPU to see if the issue is tied to the 12-16mhz cps2 debacle but i get only speed increase but still bad refresh.
Trying to run the game under MAME i get only the expected frame rate drops that are very less noticeable than FBA on that stages.
Do you have any clue or info about this issue?
Could it be caused by bad cpu/audio/video sync emulation? or sprite/frame buffer?
Blitter's fault?
Obv i'm only trying to guess, i don't want to bother you.

Thank you as ever for all your effort!


Edit: i've found this in the history.txt file of nebula:

..
   CPS2
   Rewritten GFX code. It's the fastest and most
   accurate code in all nebula versions. It fixes all
   known glitches (esp. Rowscroll ones: avsp, ryu
   stage of sf2/ssf2)
..

so i think that this should be a known fact..
« Last Edit: August 27, 2010, 10:50:21 AM by manliodp »

Offline iq_132

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Re: ssf2t and clones strange behaviour
« Reply #1 on: August 27, 2010, 07:29:36 PM »
Tell us about your computer's hardware. Integrated graphics? CPU? ram? etc.
I'll take a look at it later too.


Offline manliodp

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Re: ssf2t and clones strange behaviour
« Reply #2 on: August 28, 2010, 05:57:47 AM »
hi iq_132,
thanks for the reply!
The specs of the test machines are:

1) c2d 2.66, 2g ram, ati hd2600pro (256m dedicated ram), win7
2) intel e5200 2.5, 1g ram, nvidia 9500gt (512m dedicated ram), win xp
3) Athlon x2 2g (real clock), 1gb ram, integrated gfx, win xp

Anyway, the game, while running on some stages, has periods of frameskipping where you can notice it more:

1) chun li
2) ryu
3) guile (not too frequent)

Here you can clearly see that the characters sprites tend to skip more frames than expected, sometimes suffer of a very short "teleport" effect, hard to notice.


Thank you again!
« Last Edit: August 28, 2010, 05:59:08 AM by manliodp »

Offline manliodp

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Re: ssf2t and clones strange behaviour
« Reply #3 on: September 08, 2010, 09:16:32 AM »
Tell us about your computer's hardware. Integrated graphics? CPU? ram? etc.
I'll take a look at it later too.

Hi iq,
any news about this issue?

Thank you

Offline manliodp

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Re: ssf2t and clones strange behaviour
« Reply #4 on: September 09, 2010, 06:27:50 PM »
Maybe you could start fixing the refresh rate for the cps2 changing it from 59.633333 (actual fba value) to 59.629403Hz (mame value)?
Obv it's just for reference, I know this shouldn't change anything.

thank you :)
« Last Edit: September 09, 2010, 06:32:07 PM by manliodp »