Path: chuka.playstation.co.uk!tjs From: tjs@cs.monash.edu.au (Toby Sargeant) Newsgroups: scee.yaroze.freetalk.english Subject: Re: Game / Demo Competition.... Date: 10 Jul 1998 03:02:11 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 22 Message-ID: References: <6nlf6k$6102@scea> <35A10C71.E193D187@jps.net> <35a157c7.862833@www.netyaroze-europe.com> <35A1A1B8.F2BEE57@shell.jps.net> <35A2F42B.59625FEB@sinclair.net> <35A5220E.BEDCBE7E@mail.datasys.net> NNTP-Posting-Host: indy16.cs.monash.edu.au X-Newsreader: slrn (0.9.5.1 UNIX) On Thu, 09 Jul 1998 16:03:26 -0400, Darco wrote: >Toby Sargeant wrote: >> >> Seems like the best solution would be to write your game for (a virtual) 300Hz >> display, and only display every 5th or 6th frame. Otherwise, to convert 60Hz >> to 50Hz, you have to skip an update every 6th frame, which is likely to be >> really gross. > >Ok, that makes sense. Theoreticly, how would I implement this? The easiest way is if we had a callback keyed off an root counter. then you just set that root counter to generate callbacks at 300Hz, and do the internal game updates in the 300Hz callback, and do all the graphics in the 50/60Hz vertical refresh callback. This is the easy way out, however, and not the most efficient way, as it basically puts 5-6 times the computational load on the cpu. Implementing it efficiently is difficult. (Oh, to do it without root counter callbacks, you'd just have the same function, and call it either 5 times, or 6 times, after the vertical refresh display code completes) toby.