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I saw you mentioned input latency. One thing that would be neat to have, if there is enough control at the engine level, and maybe this would be more of a power user setting in an INI file, would something analogous to "frame delay" on modern emulators. Where you can delay the construction of the frame until the last couple milliseconds, shaving the input latency to a fraction of one frame.
Currently Special K has a feature like this called "Latent Sync" with "Delay Bias" to get granular control over how much you can delay the start of the frame. It works great in some games but in others doesn't work so well. But when it works, you can be playing a game at 60hz V-synced but it's snappy like you're playing at 1000fps.
Google: CRT Emudriver - Non emulated compatible games
Lot's of games there.
Join in and contribute :)
Edit: 320x180@60hz won't work on a regular 15Khz Consumer CRT.
But 320x200 will.
Then Integer Scale down to 320x180
I used GameScope in Linux but should work just the same using IntegerScaler from tanalin dot com (freeware)
A lot of listed resolutions in there are plain wrong, you always want to verify the resolution yourself.
Best way to do this: on a LCD monitor, run the game in Windows mode x1. Inject Special K. It will show the resolution of that window. Then make that resolution as a custom resoultion on your Emudriver PC
I wouldn't call letterboxing "scaling"
Just use 320x240. That's a typical resolution for CRT TV's. It will show the correct 320x180 image.
Well, for most games anyway. Last time I loaded up Animal Well, it was doing some weird scaling with blur for some reason. But if I launched it with Special K injected, it correctly output 320x180 1:1 inside 320x240
That's because some of them have been modified to fill the full screen in a 4:3 aspect ratio on a regular consumer CRT. Without pixel shimmering.
Yes I know about Special K and how to use it the get the actual resolution of a game in 1x window resolution. But beyond that I don't use it when I downscale games.
It not scaling per say but you do get the best pixel output by doing tricks like that with games some games in a window mode. It will switch to a full-screen bordeless window once you use the app. There is a reason I use 320x200 instead of 320x240. Try it yourself and see.
Never had that issue since I use Integer Scaling or GameScope to solve issues like that.
I just call switchres with the desired resolution I want.
Easy and simple.