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-   -   GLideN64 General Thread. (http://forum.pj64-emu.com/showthread.php?t=5063)

Ambient_Malice 14th May 2015 12:43 AM

GLideN64 General Thread.
 
This thread is dedicated to the GLideN64 video plugin. One didn't exist, so I thought I would make one, since the github is public now.

https://github.com/gonetz/GLideN64

Downloads:
1.1 Release-
https://github.com/gonetz/GLideN64/r...Release_1.1.7z

Please be aware that users with Nvidia GPUs may need to enable Prefer Maximum Performance mode for their emulator to prevent slowdowns.

N64man 14th May 2015 03:16 AM

I read about LLE mode, as I remember, but I dont find option for enable it in plugin settings.

Could be possible to explain how possible to enable this mode?

Ambient_Malice 14th May 2015 03:24 AM

Quote:

Originally Posted by N64man (Post 62126)
I read about LLE mode, as I remember, but I dont find option for enable it in plugin settings.

Could be possible to explain how possible to enable this mode?

It's enabled automatically for WDC/Rogue/Naboo, etc. To enable it globally, go to plugin settings and disable High Level Graphics or whatever the setting is called now.

Beware that it's currently buggy and many games don't work with LLE & Framebuffer enabled.

Predator82 29th May 2015 09:08 AM

Help if you can/want: https://www.indiegogo.com/projects/g...8371956#/story

Tasoulis 29th May 2015 11:30 AM

So, 1.1 was the final release and now he is doing a different project?

I thought there were a lot of bugs and regressions left for fixing in the main plugin.

Clements 29th May 2015 04:39 PM

I believe he is focusing on the android port of the plugin right now. Obviously there are still bugs - but I don't suspect Gonetz is in a good enough financial position to tackle all of them single handedly as it would be a full time undertaking. Thankfully, the plugin is open source so others can potentially contribute to it if they so wish - and now the plugin is using the OpenGL API rather than the Glide API from the Voodoo days, I suspect it will not be quite so intimidating to newer devs looking at the source.

the_randomizer 29th May 2015 05:56 PM

Glad he went open source and using a more friendly API this time around, many games, like Perfect Dark, still have some nasty bugs (slowdown, missing corona effects, etc).

RPGMaster 29th May 2015 11:01 PM

Quote:

Originally Posted by the_randomizer (Post 62389)
Glad he went open source and using a more friendly API this time around, many games, like Perfect Dark, still have some nasty bugs (slowdown, missing corona effects, etc).

Things are so much better now :o .

http://puu.sh/i5irB/52bc4a66d5.png

So much for that ;/ .

Ambient_Malice 29th May 2015 11:11 PM

Quote:

Originally Posted by Tasoulis (Post 62387)
So, 1.1 was the final release and now he is doing a different project?

I thought there were a lot of bugs and regressions left for fixing in the main plugin.

It's still being worked on. (Mostly Android focus right now.) Unfortunately, it hasn't attracted much in the way out outside development input. GLideN64 could end up another Ziggy's LLE - an open source plugin nobody bothers to improve because reasons.

Gonetz bit off more than he could chew. He lacks the all-round coding skills of someone like Jabo. The broken LLE code is largely cut-pasted from Ziggy's, and I don't think he'll be fixing it anytime soon. Plus the two framebuffer check methods have huge problems with edge cases.

the_randomizer 29th May 2015 11:31 PM

Quote:

Originally Posted by RPGMaster (Post 62392)
Things are so much better now :o .

http://puu.sh/i5irB/52bc4a66d5.png

So much for that ;/ .

What did you expect on an IGP? :rolleyes: Better than that Rice Video plugin lol.


Edit: Works fine over here XD
http://i.imgur.com/Nq22s6g.png

Also,,,, it can run a homebrew tech demo that the author attested doesn't work on emulators:

https://www.youtube.com/watch?v=ppxAKxbF2NU


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