- --
Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
---|---|---|---|---|---|
08576 | Graphics | Minor | Always | Mar 2, 2023, 21:57 | Mar 3, 2023, 13:58 |
Tester | ICEknight | View Status | Public | Platform | MAME (Official Binary) |
Assigned To | Resolution | Open | OS | Windows 10/11 (64-bit) | |
Status [?] | Confirmed | Driver | |||
Version | 0.252 | Fixed in Version | Build | 64-bit | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 08576: gameboy and clones, gbcolor and clones: Screen tearing even with waitvsync active | ||||
Description | There seems to be some unavoidable screen tearing going on with both the Game Boy and Game Boy Color emulation (including "Super Game Boy"). | ||||
Steps To Reproduce |
-Load the Game Boy driver. -Load sml2. -Wait for the demo to play or just start a new game. Notice the wobbly tearing going on. |
||||
Additional Information | Different games and different drivers seem to give slightly different results, such as the tearing line being static or not, and a different height for it. | ||||
Github Commit | |||||
Flags | |||||
Regression Version | |||||
Affected Sets / Systems | gameboy and clones, gbcolor and clones | ||||
Attached Files
|
sml2.png (4,072 bytes) Mar 2, 2023, 21:57 Uploaded by ICEknight gbcolor sml2
| ||||
sml.png (2,574 bytes) Mar 2, 2023, 21:57 Uploaded by ICEknight gameboy sml
| |||||
Relationships
There are no relationship linked to this issue. |
Notes
3
No.21134
Robbbert Senior Tester
Mar 3, 2023, 09:18
|
Confirmed. On gameboy it's more obvious, because there's an odd ripple effect scrolling downwards, and the displacements occur where this effect rolls over. This is regardless of -waitvsync being used or not. |
---|---|
No.21135
Haze Senior Tester
Mar 3, 2023, 10:50
edited on: Mar 3, 2023, 10:50 |
is this confirmed to not happen on hardware? remember, original games can have tearing too |
No.21136
cuavas Administrator
Mar 3, 2023, 13:58
|
It’s because the Game Boy VDP classes run completely independently of the screen device. The VDP’s vertical timings are detached from the screen device’s vertical timings. I don’t get a ripple effect scrolling down in games like Super Mario Land – the tear sits at the same place for an entire session. There are far bigger issues with the CGB VDP anyway, and the code is pretty old. It could probably do with a rewrite. |