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Forum: Open Discussion 24th July 2015, 01:04 AM
Replies: 1,297
Views: 647,003
Posted By GPDP
Ok, so in the quest to determine if there are...

Ok, so in the quest to determine if there are performance regressions (and the extent thereof) in between older and newer builds of Mupen64Plus, I've been trying to get this RSP plugin working on...
Forum: Open Discussion 22nd July 2015, 04:16 AM
Replies: 1,297
Views: 647,003
Posted By GPDP
Hmm, so perhaps that's why Jabo's plugin is the...

Hmm, so perhaps that's why Jabo's plugin is the only one that does allow uncapped framerate, yes? Since it runs on DirectX, and all.

Still, how odd that Mupen64plus-libretro also doesn't suffer...
Forum: Open Discussion 22nd July 2015, 01:15 AM
Replies: 1,297
Views: 647,003
Posted By GPDP
Upon further testing, it gets even weirder. With...

Upon further testing, it gets even weirder. With the frame limiter off, a game like OoT that internally runs at 20fps goes all the way up to 180 VI/s. Meanwhile, F-Zero X, which runs at 60fps,...
Forum: Open Discussion 21st July 2015, 09:05 PM
Replies: 1,297
Views: 647,003
Posted By GPDP
Turning it off makes no difference. And it...

Turning it off makes no difference. And it doesn't make sense to me that Vsync would cap it at precisely 120 VI/s. I do see it very briefly go higher than that when just starting the game, but it...
Forum: Open Discussion 21st July 2015, 07:46 PM
Replies: 1,297
Views: 647,003
Posted By GPDP
It's actually hard to tell. I tried to benchmark...

It's actually hard to tell. I tried to benchmark how many VI/s I'd get using Glide64 and HatCat's RSP on Project64 if I disabled the frame limiter, but for whatever reason it always caps at 120 VI/s...
Forum: Open Discussion 21st July 2015, 06:05 AM
Replies: 1,297
Views: 647,003
Posted By GPDP
Just to demonstrate what I'm talking about: ...

Just to demonstrate what I'm talking about:

http://i.imgur.com/CSgwXTN.jpg
Forum: Open Discussion 18th July 2015, 04:16 AM
Replies: 1,297
Views: 647,003
Posted By GPDP
I see. I ask because for giggles, I...

I see.

I ask because for giggles, I half-assedly benchmarked mupen64plus-libretro and Project64 2.2, using both your RSP Interpreter plugin and the Angrylion video plugin (with VI filters off),...
Forum: Open Discussion 16th July 2015, 04:33 AM
Replies: 1,297
Views: 647,003
Posted By GPDP
I notice there's been three implementations of...

I notice there's been three implementations of this plugin thus far: your own upstream, the mupen64plus fork, and the libretro fork. Are they all pretty much at parity with each other, or are the...
Forum: Open Discussion 6th May 2015, 06:14 AM
Replies: 1,804
Views: 642,895
Posted By GPDP
So a few games like Rogue Squadron suffer from a...

So a few games like Rogue Squadron suffer from a weird issue on screens that would normally be interlaced:

http://i.imgur.com/ND39S9y.png

http://i.imgur.com/CfWRSQC.png
...
Forum: Open Discussion 7th February 2015, 01:48 AM
Replies: 1,804
Views: 642,895
Posted By GPDP
Last time I tried z64gl with standalone...

Last time I tried z64gl with standalone Mupen64Plus, it worked fine for a lot of games, most notably the Factor 5 games (though Indiana Jones could be glitchy at some points). None of them boot with...
Forum: Open Discussion 6th February 2015, 03:19 PM
Replies: 1,804
Views: 642,895
Posted By GPDP
It's been a couple of weeks since I tested it,...

It's been a couple of weeks since I tested it, but it appears the libretro fork doesn't have that problem with interlacing either. Problem is, a ton of games that work just fine on other emulators...
Forum: Open Discussion 15th October 2014, 08:10 PM
Replies: 1,804
Views: 642,895
Posted By GPDP
The ROMs themselves are largely unchanged, with...

The ROMs themselves are largely unchanged, with the exception of a few icon and text changes regarding the GameCube controller and things like lack of Rumble Pack.

The emulators themselves are...
Forum: Open Discussion 6th August 2014, 04:47 AM
Replies: 1,804
Views: 642,895
Posted By GPDP
Per the frequency of scanlines, there's two ways...

Per the frequency of scanlines, there's two ways to do it. One way is to simply black out every other lines regardless of scale, so even if you set a non-integer-scaled window resolution like...
Forum: Open Discussion 6th August 2014, 04:24 AM
Replies: 1,804
Views: 642,895
Posted By GPDP
I am referring to your last comment where you...

I am referring to your last comment where you said you would not sacrifice portability to make your monitor look like a shitty TV. I could only surmise you were interpreting my post as demanding that...
Forum: Open Discussion 6th August 2014, 04:13 AM
Replies: 1,804
Views: 642,895
Posted By GPDP
Anyway, for what it's worth, yes, a simple...

Anyway, for what it's worth, yes, a simple scanline filter would be nice. I forget, however. Is it possible to run this plugin at 640x480 fullscreen? If so, it would be perfect for my setup.
Forum: Open Discussion 6th August 2014, 03:58 AM
Replies: 1,804
Views: 642,895
Posted By GPDP
No one is asking you to do otherwise. I don't...

No one is asking you to do otherwise. I don't know what you're reading into my post. All I implied is that if you were to display this plugin in 640x480 fullscreen on a PC CRT, and added scanlines...
Forum: Open Discussion 6th August 2014, 03:28 AM
Replies: 1,804
Views: 642,895
Posted By GPDP
http://i.imgur.com/67OM2xC.jpg A close-up...

http://i.imgur.com/67OM2xC.jpg

A close-up shot of what this plugin looks like with inserted scanlines on my CRT PC monitor. Other than the increased sharpness and better colors, it is otherwise...
Forum: Open Discussion 31st July 2014, 12:19 AM
Replies: 71
Views: 17,166
Posted By GPDP
http://cen64.com/viewtopic.php?f=14&t=114 ...

http://cen64.com/viewtopic.php?f=14&t=114

Seems like someone else has a similar idea for Cen64.
Forum: Open Discussion 22nd July 2014, 12:23 AM
Replies: 1,804
Views: 642,895
Posted By GPDP
If your plan is to backport the improvements back...

If your plan is to backport the improvements back to original Mupen, why not just use the latest source from their repo?
Forum: Open Discussion 21st July 2014, 11:19 PM
Replies: 1,804
Views: 642,895
Posted By GPDP
The build is from late 2009 if I understand...

The build is from late 2009 if I understand correctly. It's from right before they dropped the Zilmar spec for their own, I believe.
...
Forum: Open Discussion 21st July 2014, 10:59 PM
Replies: 1,804
Views: 642,895
Posted By GPDP
It's an old build of Mupen64Plus from when it...

It's an old build of Mupen64Plus from when it still used the Zilmar plugin spec that I just found. I tried this plugin on it for shits, and it actually works and plays some games that regular Mupen64...
Forum: Open Discussion 21st July 2014, 09:51 PM
Replies: 1,804
Views: 642,895
Posted By GPDP
http://i.imgur.com/FYWSwBs.png hue

http://i.imgur.com/FYWSwBs.png

hue
Forum: Open Discussion 20th July 2014, 08:41 PM
Replies: 1,804
Views: 642,895
Posted By GPDP
http://i.imgur.com/fBtJQvl.png I'll take...

http://i.imgur.com/fBtJQvl.png

I'll take option 4.
Forum: Open Discussion 19th July 2014, 10:50 PM
Replies: 1,804
Views: 642,895
Posted By GPDP
Uh, no, that is not what I meant. I am talking...

Uh, no, that is not what I meant. I am talking about in-game textures, not the whole image. The N64 uses a form of bilinear filtering to smooth textures on polygons, as well as some sprites. The...
Forum: Open Discussion 19th July 2014, 10:08 PM
Replies: 1,804
Views: 642,895
Posted By GPDP
Oh, how about an option to turn off the bilinear...

Oh, how about an option to turn off the bilinear texture filtering? I bet there are some who actually prefer PS1-style unfiltered textures. Not sure if that is doable, of course.
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