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It's accurate to me.
@Doc Holiday--I hadn't thought about the refresh rate of the toaplan games but the early cave games DEFINITLEY don't run at 60hz and is IS a problem with emulation. There's no question about the quality of these ports, but IF there is a noticeable difference I think the developers would want to know.
Reading it all and taking notes. Thanks!
I am looking at a Japanese Truxton (Tatsujin) so I know how it works.
https://www.youtube.com/watch?v=nA-j9u0sjz0
Here are the actual measurements to clear stage 1
Arcade version: 347sec(5:47)
Steam version: 332sec(5:32)
If the Steam version is 60hz, the Arcade version is 57.406300hz.
This is a problem caused by the hardware design and will be difficult to solve.
I hope you can fix it.
May be the editor has developed this version with bootleg version of TRUXTON
Surely on a fixed refresh 60Hz display you would need some frame duplication to retain the correct speed?
With vulkan3D hardware, you cannot expect to have a presentation feedback (unless the presentation feedback interface is available). It means the game engine cannot know when to duplicate a frame. Namely, the game engine can only use the OS timer services (or directly the hardware rdtsc). It usually means audio and video drifts: with a nice audio resampling library, the audio drift should not be hearable, and with really high refresh rate, the video drift should be benign.
Basically, the "video update" rate should be separated from the "gameplay update" rate... if the original game code is not hardcoded to use only the "video update" rate as its "gameplay update" rate.
Hi! What controllers are you using?