Remove interframe.cpp

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Should interframe.cpp be removed?

 
Total votes: 0

spacy51
Senior Member
Posts: 371
Joined: Tue Mar 18, 2008 4:59 pm

Remove interframe.cpp

Post by spacy51 »

I want to remove "interframe.cpp".

Any objections?

Last edited by spacy51 on Mon Oct 27, 2008 3:28 pm, edited 1 time in total.
Hard Core Rikki
Member
Posts: 78
Joined: Tue Apr 08, 2008 12:26 pm

Remove interframe.cpp

Post by Hard Core Rikki »

I want to remove "interframe.cpp"

 

???

Is there something wrong with it?

Last edited by Hard Core Rikki on Mon Oct 27, 2008 3:30 pm, edited 1 time in total.
spacy51
Senior Member
Posts: 371
Joined: Tue Mar 18, 2008 4:59 pm

Remove interframe.cpp

Post by spacy51 »

Sorry for my strange mood today, here are the reasons:

 

Motion blur:

  • needs CPU processing

  • is already implemented for D3D

  • issues with 3x/4x filter

 

Smart interframe blending:

  • needs CPU processing

  • I don't like the algorithm

  • issues with 3x/4x filter

Last edited by spacy51 on Mon Oct 27, 2008 3:28 pm, edited 1 time in total.
SCHUMI4EVER
Member
Posts: 109
Joined: Tue Mar 18, 2008 6:48 pm

Remove interframe.cpp

Post by SCHUMI4EVER »

No clue. I like my applications just about bursting cuz they are packed so full of features, even some I may never use so I have no problem with it staying whereas I might in a few years time have problem with it being removed.

KunaiTeam
Junior Member
Posts: 44
Joined: Thu Aug 14, 2008 9:37 pm

Remove interframe.cpp

Post by KunaiTeam »

I think interframe blending was the one feature of VBA that I never understood. It just seems unnecessary. I have no objections to removing it.

spacy51
Senior Member
Posts: 371
Joined: Tue Mar 18, 2008 4:59 pm

Remove interframe.cpp

Post by spacy51 »

Actually, it is to kind of reproduce the GBA LCD screen's slow response time. While everyone knows about motion blurring (blend last and current frame together). Some games (like Hardvest Moon or F-Zero) make use of that to save processing time for real transparency and instead just display graphics every second frame (and hide it the other frame). I think the smart interframe blending tries to intelligently only detect those virtually transparent areas and not touch the normal areas, providing a generally less motion-blurred image while still showing virtually transparent areas as transparent. When none of these is activated the virtually transparent image is flickering when the screens response time is too fast. The more I think about it, the less should it be removed, but rather optimized.

Squall Leonhart
Posting Freak
Posts: 1223
Joined: Tue Mar 18, 2008 9:21 am

Remove interframe.cpp

Post by Squall Leonhart »

Then its decided, make a note of it on the source forge page that we have to optimise it.

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