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Tearing in the middle of screen (Low Resolution) fixed yet?

 
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c0dehunter
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Joined: 15 Aug 2016
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PostPosted: Mon Aug 15, 2016 9:59 am    Post subject: Tearing in the middle of screen (Low Resolution) fixed yet? Reply with quote

Hello all,
First of all, I wanted to thank everyone for such a great and informative forums, and the talented developers for such a wonderful emulator, and I wanted to let you know that is is my VERY FIRST post here! Razz Razz Razz


I am running an Win XP x64 OS on my PC, with dual screen, with one screen being a SONY RGB Monitor (Sony BVM-20F1U]) for authentic scanlines, and it works marvelously with all my emulators and real consoles connected to it.

My video card is an ATI Radeon HD 4350, and through Soft-15KHz utility, I am able to force it to display native 15Khz.

Here is the issue that I am facing:

When I am running the ME 1.1.3 in DirectX, at 320x256 resolution, and have ENABLED the triple buffer and V-SYNC mode, I still get a tearing line in the middle of screen[/u]

Is there a fix for this?

I have consulted the SEARCH function of these forums for 'tearing' issue, and the closest match that I have found is this thread:

http://forums.magicengine.com/en/viewtopic.php?t=1787&highlight=tearing

When the user named Chris say, (and I quote):

"this is not just performance issue any more, when used with Low Custom resolutions, V-Sync doesn't work any more....I heard this is custom resolution limitation ,as 256x240 / 320x240 is really 512x480 / 640x480 pixel doubled, as result, you get tearing in the middle of the screen, while 'flip' or double-buffering works for all custom resolution
this one I tested with other emulators that feature both V-sync/Double buffering..."


I have tried the Magic Engine version 1.0.0 PR 10.4 , and it does not have any tearing at all, the only issue is that it only outputs at 640x480 or Desktop resolution, which does not work for me.

Is there a fix for version 1.1.3 and tearing line in the middle of the screen?

Thanks in advance for your insights and help.
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