What I would like to see next are optimizations in the soft driver. This could also improve performance with Full VRAM Primitives that we're finding increasingly necessary for some games even when in 3D optimization.
Just to clear it up *most* XA is in 37800hz! and the common frequencies are 11025, 22050, 32000, 44100, 48000hz! Anyway Pete just mixes it in with the normal sounds and passes it to the mix buffer as 44100hz! not sure why it wouldn't output on a SB 32, would have thought it'd still be able to handle it!Originally posted by Captain N.
On the spu plugin:
Does the spu plugin output all sound at the same sampling rate or does it output the XA seporate from the synth sound etc.?
Specifically, is the XA output at 44800 khz or at the native 37100 khz (those numbers are off the top of my head, so they may not be accurate, but you know what I mean)?
It sounds like they are output at 44800khz. Is there any chance that a future version will have the option to output all of the psx sounds at there native sampling rates? I know sound card compatability is an issue, but an sbLive! supports at least the 37100 rate and I think it supports other odd rates as well. I used to play psx movies using one of the movie players that output only at the native sampling rate. On my old SB 32 it didn't output anything, but on my sbLive! it sounds great, with no hollow distortion.
Pete has said in his readme...
On the GPU plugins:
In the software plugin it has an option to change the stretching mode with three settings
1. Scale to full window size
2. 1:1 (faster with some cards)
3. Scale to window size, keep aspect ratio
Would it be possible to see these modes added to the hardware excellerated plugins?
There is a way to get this working to a semi acceptable level, run in Window mode, and have the Window almost square (e.g. 800x750) This will reduce the errors! No full-screen workaround tho!Here is my reasoning for this. When you enable sprite filtering in games like the Final Fantasy games or Chrono Cross etc. you get cracks in between the tiles on the backgrounds. If you stretch it in a perfect ratio (1 pixel becomes 2 pixels, 1:3,) would that help with the lines?