Author Topic: Dodonpachi Saidaioujou [Cave 2013, JP X360]  (Read 10491 times)

Offline EOJ

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Re: Dodonpachi Saidaioujou [Cave 2013, JP X360]
« Reply #60 on: July 20, 2018, 10:02:56 PM »

Unfortunately I do not have any other ports at this time as I do not have a Japanese X360. I will retest SDOJ sometime this weekend.

Great, looking forward to it!

BTW several ports are region-free (Espgaluda 2 normal edition, Futari 1.5, MMP/PS).  :righton:
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Offline SWZ

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Re: Dodonpachi Saidaioujou [Cave 2013, JP X360]
« Reply #61 on: July 22, 2018, 07:44:07 PM »
As promised here are those new input lag test results for the port. I attempted to use a CRT this time around to remove the display lag from the equation, but was not able to get good enough video of the ship moving. The very high contrast of a CRT, the brightness of the LED and my camera did not pair well together.

Hardware
  • Xbox 360 S, Model 1439 (2011)
  • HDMI OUT, 720p (native)
  • Custom Stick, Brook UFB Latest Firmware (V2.3)
  • iPhone 7 camera, 240fps
  • Asus VN279QL Monitor 1080p 60hz, LCD AMVA+, 5ms (G2G) 12ms average, no additional scaling lag between 720p/1080p

Testing Method
LED soldered to right movement microswitch. 15 tests each.

1st Test
Game settings: factory default, Arcade HD, C-L
Measured Latency: 79.71 ms (4.78 frames)

2nd Test
Game settings: factory default, Smoothing OFF, Arcade HD, C-L
Measured Latency: 81.96 ms (4.92 frames)

Offline EOJ

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Re: Dodonpachi Saidaioujou [Cave 2013, JP X360]
« Reply #62 on: July 22, 2018, 10:10:43 PM »
So no significant difference between smoothing on/off. Good to know, thanks again!
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Offline SWZ

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Re: Dodonpachi Saidaioujou [Cave 2013, JP X360]
« Reply #63 on: July 22, 2018, 10:16:18 PM »
So no significant difference between smoothing on/off. Good to know, thanks again!

It would appear that those saying smoothing reduced the input lag were suffering from the placebo effect.

Offline EOJ

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Re: Dodonpachi Saidaioujou [Cave 2013, JP X360]
« Reply #64 on: July 22, 2018, 10:27:44 PM »
Did you play in horizontal (yoko) or vertical (tate)? Extra windows on or off?
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Offline SWZ

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Re: Dodonpachi Saidaioujou [Cave 2013, JP X360]
« Reply #65 on: July 22, 2018, 10:31:41 PM »
Did you play in horizontal (yoko) or vertical (tate)? Extra windows on or off?

Completely default. That's yoko with no extra windows.

Offline EOJ

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Re: Dodonpachi Saidaioujou [Cave 2013, JP X360]
« Reply #66 on: June 13, 2020, 07:42:02 AM »
I recently watched taira118's excellent B-Shot replay from 2016 (an excellent STG player!), and noticed he wrote the following info in the description of the video:

360版の仕様について


◆本体の解像度によって処理落ちが変わります。
 処理落ちが一番少ない最低解像度の640x480でプレイしてます。

◆リプレイ再生モードだと何故か処理落ちが増える模様。
 実際のプレイではもっとゲームスピードが早いです。


English translation:

"On playing the X360 version:

-Slowdown differs based on the system's output resolution. I play with the resolution that has the least amount of slowdown, which is 640 x 480.
-For some reason, whenever a replay plays, extra slowdown is added. In a real-time run the game speed is faster."

For the second point, it seems he is referring to playing a game in 480i/p resolution, then watching the replay later.

I'll have to add info on the resolution affecting slowdown in my slowdown comparison thread.
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Offline emphatic

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Re: Dodonpachi Saidaioujou [Cave 2013, JP X360]
« Reply #67 on: June 21, 2020, 05:24:12 AM »

Offline el_rika

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Re: Dodonpachi Saidaioujou [Cave 2013, JP X360]
« Reply #68 on: June 21, 2020, 11:16:22 AM »
The question is: is it closer to pcb, or further? That's basically the end game here.

Offline EOJ

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Re: Dodonpachi Saidaioujou [Cave 2013, JP X360]
« Reply #69 on: June 21, 2020, 05:55:22 PM »
Playing in 640 x 480 does make the slowdown more accurate to the PCB. Still far from perfect, though (though the same can be said of every CAVE SH3 port and emulation, so not a big deal in that context).
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