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- Changed Color Bars, White & RGB and HCFR to 32 bit color mode - Added Color High and Low options in Color Bars - Updated to use rand() and entropy - Prepared to use different AA as options if useful
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Original file line number | Diff line number | Diff line change |
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MANUAL LAG TEST (1/3) | ||
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The main intention is to show a changing pattern | ||
on the screen, which can be complemented with | ||
audio and vibration on the controller if set. | ||
This should show to some degree any lag when | ||
processing the signal. | ||
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||
As an added feature, the user can click the #GA#G | ||
button when the sprite is aligned with the one on | ||
the background, and the offset in frames from the | ||
actual intersection will be shown on screen. This | ||
can be repeated ten times and the software will | ||
calculate the average. Whenever the button was | ||
pressed before the actual intersection frame, the | ||
#C(cont...)#C | ||
MANUAL LAG TEST (2/3) | ||
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||
result will be ignored (but still shown onscreen). | ||
Button #GCL#G can be used to change the direction | ||
of the sprite from vertical to horizontal, or | ||
display both at the same time. | ||
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#ROf course the evaluation is dependent on reflexes | ||
and/or rhythm more than anything.#R The visual and | ||
audio cues are the more revealing aspects which | ||
the user should consider, of course the interactive | ||
factor can give an experienced player the hang of | ||
the system when testing via different connections. | ||
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#C(cont...)#C | ||
MANUAL LAG TEST (3/3) | ||
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Since a frame is around 16 ms (1000/60) in NTSC | ||
and 20 ms (1000/50) in PAL, that value must be | ||
considered the general error when using the test | ||
results. | ||
|
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