<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="229" data-ipsquote-contentclass="forums_Topic"><div>I know that both of you will be aware that optimization should be carefully targetted and the performance of the UI isn't an issue here. Not by a long shot. On this basis, fiddling around with the existing UI becomes wasted effort. Effectively, you are running on the spot to implement personal preference for minimal gain.Â
A practical, useful way of moving forward would be to decouple the core and hide it behind an interface so that it can be updated/tested/replaced with no impact on the UI.
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I guess the question is then: what is the long term goal?
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The main goal is improving the core. And doing it WITHOUT cheap per-game hacks or whatever.
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If that means redoing it to allow for less coupling with the GUIs, so be it. However, I do see your point. I understand your view of "what ain't broke, don't fix it", but personally I dislike MFC, for the reasons I discussed. Its utterly absurd that a GUI would effect performance majorly, but as Spacy described, Windows restrictions can have a small effect.
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Nevertheless, the main goal of course, is improving VBA's core, since we all know how horrid the current implementation is, thanks to Forgotten cutting corners in development, and now we are left with the damage. Thusly, its been discussed heaps of times on IRC about how we must decouple the core with the GUI and make it more abstracted. The main thing I guess, is the motivation needed to do such a thing.
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Though personally, I rather the whole core rewritten. But that is just my view....
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Actually, the UI is a key point of poor emulation performance when using either D3D or OpenGL due to not being able to lock the surface. Thats partly why the fullscreen menu was promptly removed.
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Correction: OpenGL DOES NOT use surfaces, or even the methodology of surfaces. The closest thing is a texture you can dynamically blit to.
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i forgot, opengl locks the buffer, d3d locks the surface