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<blockquote data-quote="AleronIves" data-source="post: 9625684" data-attributes="member: 405687"><p>Well, you could add an option for that: if you want the extra buffer on O3DS, you can make the video player an "extended memory" game like Monster Hunter 4 and Super Smash Bros. You have to reboot the 3DS when launching and closing the game, but you get 96MiB instead of the usual 64MiB to work with.</p><p></p><p>If a buffer would improve choppy playback on O3DS, O3DS users would probably be willing to deal with the inconvenience of extended memory mode. In theory, if the average decoding fps is around 40, a buffer of a few seconds would be enough to fix the audio glitches when a frame takes longer than the deadline to be decoded, right?</p><p></p><p></p><p>I was testing 320x192 and 240x144 XviD + AAC videos using the MKV container. Each video is 10 - 15 MiB, and I was using the fake O3DS XL mode to test playback performance.</p></blockquote><p></p>
[QUOTE="AleronIves, post: 9625684, member: 405687"] Well, you could add an option for that: if you want the extra buffer on O3DS, you can make the video player an "extended memory" game like Monster Hunter 4 and Super Smash Bros. You have to reboot the 3DS when launching and closing the game, but you get 96MiB instead of the usual 64MiB to work with. If a buffer would improve choppy playback on O3DS, O3DS users would probably be willing to deal with the inconvenience of extended memory mode. In theory, if the average decoding fps is around 40, a buffer of a few seconds would be enough to fix the audio glitches when a frame takes longer than the deadline to be decoded, right? I was testing 320x192 and 240x144 XviD + AAC videos using the MKV container. Each video is 10 - 15 MiB, and I was using the fake O3DS XL mode to test playback performance. [/QUOTE]
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