Hacking Do you think is possible to add frameskip? (speed up)

Sonic Angel Knight

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I was just curious, if it would be possible to add some sort of frame skip feature or control to games in general, in addition to that is it also possible to add a memory editior and searcher like old school codebreaker, action replay and gameshark, where you can find your own codes and make them use with a decent menu selectable. Just a thought.:unsure:
 

octopus

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Yeah, no. Frameskip implies an ability to run faster than the game normally runs at.
Frameskip, actually, unburdens the software of showing certain frames, skipping them, essentially meaning that the SW can’t keep up, hence the frameskip is required. It does not imply an ability to run faster than the “game” normally runs at.
 
Last edited by octopus,

chaoskagami

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Frameskip, actually, unburdens hardware/software of showing certain frames, skipping them, essentially meaning that the HW/SW can’t keep up, hence the frameskip is required. It does not imply an ability to run faster than the “game” normally runs at.

True. That was poorly phrased.

All the logic for the frame still runs - the GPU/display is ignored for N (frameskip) times ratio. It doesn't change the fact that frameskip is something intended for emulation due to how it functions and implementing it on real hardware is nigh impossible or pointless.
 
Last edited by chaoskagami,

shinyquagsire23

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I know Sm4sh has a built-in frameskip, but frankly it's something that would have to be done by the game. The only way I could see it being done is if you hooked TriggerCmdReqQueue (probably a few other commands as well) and a point early in the render cycle, and based on the number of render cycles you could possibly determine when to actually submit GPU commands or something.
 
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megatallica

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... But games these day already frameskip.... if they didnt the game would slow to a crawl as the game would wait for the frame to be drawn. Even if you could find the glswapbuffers function and circumvent it, what would be the point, you would either a. have the game slowdown to an almost unplayable state, or b. you would skip too many frames that gameplay would be broken and the game would be visually unappealing. I recently had to remove frameskipping in a game im working on because the physics calls were tied to the render calls, so the more frames that were skipped, the more chances colliders would miss their mark.
 

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