Please help confirm SDL_Flip V. retrace behaviour under different DirectX versions

Can others out there confirm my findings mentioned
in the earlier post “SDL_Flip does not wait for V.
retrace under DirectX 8”?

Run ‘testsprite -hw -flip [numsprites]’ in the tests
directory. You should set numsprite to a small number
(i.e. 10 or less) so blit speed will exceed the
monitor refresh rate and replace the default image.bmp
with a bigger .bmp so tearing will be more visible.

If you see any tearing (i.e. the bitmap is not being drawn
smoothly) and the frame rate listed in stdout.txt is
higher than your video mode refresh rate, then v.retrace
is being ignored by SDL_Flip().

Please mention your

lib-SDL version used: I’m using 1.1.8 compiled with minGW
OS: Windows 9x, Me or Win2K Pro (SP version too if applicable)
Vidcard: Voodoo 3 2000 AGP or other
DirectX version: DirectX 7, DirectX 8, end-user or SDK
(note: WinMe and Win2K Pro are DX 7 by default)

Can others out there confirm my findings mentioned
in the earlier post “SDL_Flip does not wait for V.
retrace under DirectX 8”?

No (?). I used SDL-1.2 (CVS) compiled on MSVC 6 under W2K (SP1) with DX 8.
I have a Nvidia TNT using the latest drivers.

I have used dxdiag.exe to change the default refresh rate for DirectX (in
Fullscreen), and I can say,
120 Hz really looks double the speed of 60 Hz (and has double the framerate
printed).

In windowed mode, I am not able to get any hw surfaces. I think this says
something about the quality of the Nvidia drivers…

When I re-read this post, it seems like bogus information to me, but perhaps
it helps.

“Andy Sy” <@Andy_Sy> wrote in message
news:98fms3$dr6$1 at ftp.lokigames.com

Can others out there confirm my findings mentioned
in the earlier post “SDL_Flip does not wait for V.
retrace under DirectX 8”?

Run ‘testsprite -hw -flip [numsprites]’ in the tests

Whoops. mistake here. it should be testsprite -hw -flip -fullscreen
[numsprites]

Forgot to mention that it has to be -fullscreen.
I’m trying to verify whether it may be a problem
with the Voodoo 3 under DirectX 8 only. (Since
it works fine under Windows ME/DirectX 7).

I have used dxdiag.exe to change the default refresh rate for DirectX (in
Fullscreen), and I can say,
120 Hz really looks double the speed of 60 Hz (and has double the
framerate
printed).

Did you try changing the bitmap from the default? With the small
smiley sprite, the tearing isn’t very obvious. Then again,
if you see an increase in speed from 60 to 120Hz, I don’t
think you are getting the problem. If so, tsk tsk tsk,
looks like Voodoo3 Win2K drivers are the fault… arggh!
But is it Voodoo3 Win2K under DX8 only or DX7 as well?
I can’t say anymore since I can’t seem to revert back to DX7,
!#!^@#$ DX install.

A friend said to me that he has also flicker problems at 2D and 3D GFX in commercial Games.
He installed Win2K/DX 8/Geforce 256/Newest Detonator Drivers.
Seems to me like a WIN2K/DX8 Problem !!

CU

“Andy Sy” schrieb im Newsbeitrag news:98gftn$oof$1 at ftp.lokigames.com…> Forgot to mention that it has to be -fullscreen.

I’m trying to verify whether it may be a problem
with the Voodoo 3 under DirectX 8 only. (Since
it works fine under Windows ME/DirectX 7).

I have used dxdiag.exe to change the default refresh rate for DirectX (in
Fullscreen), and I can say,
120 Hz really looks double the speed of 60 Hz (and has double the
framerate
printed).

Did you try changing the bitmap from the default? With the small
smiley sprite, the tearing isn’t very obvious. Then again,
if you see an increase in speed from 60 to 120Hz, I don’t
think you are getting the problem. If so, tsk tsk tsk,
looks like Voodoo3 Win2K drivers are the fault… arggh!
But is it Voodoo3 Win2K under DX8 only or DX7 as well?
I can’t say anymore since I can’t seem to revert back to DX7,
!#!^@#$ DX install.

“WIZARD / SYNTHETIC - Crew” wrote in message
news:98h3on$ce8$1 at ftp.lokigames.com

A friend said to me that he has also flicker problems at 2D and 3D GFX in
commercial Games.
He installed Win2K/DX 8/Geforce 256/Newest Detonator Drivers.
Seems to me like a WIN2K/DX8 Problem !!

I have a problem like that under Win98/DX7. The real problem is probably
that Microsoft did not specify whether the page flipping function is
supposed to wait for the vertical retrace or not.–
Rainer Deyke (root at rainerdeyke.com)
Shareware computer games - http://rainerdeyke.com
"In ihren Reihen zu stehen heisst unter Feinden zu kaempfen" - Abigor

I have a problem like that under Win98/DX7. The real problem is probably
that Microsoft did not specify whether the page flipping function is
supposed to wait for the vertical retrace or not.

From the DirectX5 SDK docs: “[IDirectDrawSurface3::Flip] will
always be synchronized with the vertical blank.” Later versions
allow you to specify DDFLIP_NOVSYNC to bypass this.

Anyway, I solved my problem. Look at my post ‘How I fixed my
Voodoo 3 problem’. Found in this newsgroup too.