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Old 20th July 2017, 02:50 AM
Atsix Atsix is offline
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Default Is GlideN64 more accurate Glide64 2.1.0.210 at this point?

Hi everyone,
I've been following the latest GlideN64 nightly builds and it seems to be more accurate than Glide64 2.1.0.210 at this point, at least on the games I've tested it. What do you guys think? Is there any reason to still use Glide64 over GlideN64? (Maybe some specific game that runs "better" on Glide64?)
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Old 20th July 2017, 03:13 PM
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If you have the hardware for it, I say go for it, it's still being actively developed on and improved. Far from perfect, sure, but it gets a lot of things done right IMHO. Proper alpha dithering effects (only a few get the pixel dissolve effects right in many first and a few third party games), framebuffer emulation (Banjo games). So yeah, if you have a decent GPU and CPU, I say go for it.
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Old 20th July 2017, 06:53 PM
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Quote:
Originally Posted by Atsix View Post
Hi everyone,
Is there any reason to still use Glide64 over GlideN64? (Maybe some specific game that runs "better" on Glide64?)
Glide64 has better performance in general and actually more accurate for some games. It all depends on which games you're playing.
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Old 20th July 2017, 11:00 PM
Atsix Atsix is offline
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Originally Posted by RPGMaster View Post
Glide64 has better performance in general and actually more accurate for some games. It all depends on which games you're playing.
For which games exactly do think Glide64 is more accurate? Most of the games I have are the popular ones, like Super Mario 64 and the Zelda games. I think that the most problematic game I have is Body Harvest, because the collision detection is broken with other HLE plugins, but even that has been fixed by GlideN64.
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Old 21st July 2017, 03:29 AM
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Quote:
Originally Posted by Atsix View Post
For which games exactly do think Glide64 is more accurate? Most of the games I have are the popular ones, like Super Mario 64 and the Zelda games. I think that the most problematic game I have is Body Harvest, because the collision detection is broken with other HLE plugins, but even that has been fixed by GlideN64.
Make sure you use NTCore's 4GB patcher on PJ64's exe file so all the textures form a texture pack can be loaded without a memory error of some kind.

http://www.ntcore.com/4gb_patch.php

For Zelda OOT and the Community Texture Pack v7, use Glide64. It might not load some of the community pack's textures, but it takes less haggling to get it to use them properly. Out side of the Community Texture pack, use GlideN64, especially if you want to have proper 16x9 widescreen.

For Mario Kart64....I would use GlideN64 since it works properly right out of the box. Glide64 has speed up issues on DK Raceway that GlideN64 properly fixes. Glide64 also does not properly emulate the screen on Luigi's Raceway.

For StarFox64, I would definitely use GlideN64...even with the Lylat Reloaded texture pack. The GlideN64 plugin can use Per Pixel Lighting effects, and has a bloom filter you can adjust to make this game look fantastic.

Paper Mario...(do not try emulating it...the ROM that is in the wild right now is known to be a bad dump) both do ok...but I find less issues in slowdown using GlideN64.

Goldeneye: For the love of all that is good in this world....use GlideN64.
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Old 21st July 2017, 08:40 PM
Atsix Atsix is offline
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Quote:
Originally Posted by Wally123 View Post
For Zelda OOT and the Community Texture Pack v7, use Glide64. It might not load some of the community pack's textures, but it takes less haggling to get it to use them properly. Out side of the Community Texture pack, use GlideN64, especially if you want to have proper 16x9 widescreen.

For Mario Kart64....I would use GlideN64 since it works properly right out of the box. Glide64 has speed up issues on DK Raceway that GlideN64 properly fixes. Glide64 also does not properly emulate the screen on Luigi's Raceway.

For StarFox64, I would definitely use GlideN64...even with the Lylat Reloaded texture pack. The GlideN64 plugin can use Per Pixel Lighting effects, and has a bloom filter you can adjust to make this game look fantastic.

Paper Mario...(do not try emulating it...the ROM that is in the wild right now is known to be a bad dump) both do ok...but I find less issues in slowdown using GlideN64.

Goldeneye: For the love of all that is good in this world....use GlideN64.
Thanks a lot for the help! I don't use community textures, so I'll stick to GlideN64.
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Old 22nd July 2017, 05:39 PM
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Quote:
Originally Posted by Atsix View Post
Thanks a lot for the help! I don't use community textures, so I'll stick to GlideN64.
Any time

If you want to use a different texture pack for Zelda OOT, that is usable with GlideN64, someone ported all the textures from OOT for the 3DS (it has the best character textures). I am not sure exactly if the download still exists, but if you PM me, I can definitely send you a shared link to my Google Drive so you can download it. It may take a while for me to respond back, but you will definitely get a message back.
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Old 22nd July 2017, 07:10 PM
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For Goldeneye and Mario Kart I use Jabo's D3D8 1.6.1. You need an rdb in the emulator folder before you attempt to use it.

1.6.1 is newer than 1.7, and has many things fixed over the last 1.7 D3D8 plugin.

But if performance isn't a problem, stick with GLideN64. Goldeneye is as slow as **** here with GLideN64. Perfect Dark is fast though, when I use the threaded version of GLideN64: https://github.com/gonetz/GLideN64/p...ment-309282558

Last edited by Frank74; 22nd July 2017 at 07:17 PM.
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Old 22nd July 2017, 11:14 PM
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Quote:
Originally Posted by Frank74 View Post
For Goldeneye and Mario Kart I use Jabo's D3D8 1.6.1. You need an rdb in the emulator folder before you attempt to use it.

1.6.1 is newer than 1.7, and has many things fixed over the last 1.7 D3D8 plugin.

But if performance isn't a problem, stick with GLideN64. Goldeneye is as slow as **** here with GLideN64. Perfect Dark is fast though, when I use the threaded version of GLideN64: https://github.com/gonetz/GLideN64/p...ment-309282558
Goldeneye 64 became playable once I changed it from 4MB to 8MB in the game settings, and changerd the count factor to 1 (PJ64's RDB has it set to 2 by default for some reason which is a major contibtuion to its slow speed). Perfect Dark is based around Goldeneye's engine and actually requires the RAM expansion pack to play on the console. It should also be noted that I used NTCore's 4GB .exe file patcher on my installation of PJ64...so that may be a factor too. GlideN64 Public Release 2.0 is the plugin I am using:

http://gliden64.blogspot.com/2016/12...elease-20.html

Make sure you have the game settings set like this while playing Goldeneye using GlideN64...
http://imgur.com/uZCL0UQ

As for MarioKart 64, don't use texture enhancement or any shaders (ie 2xBRz).
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Last edited by Wally123; 22nd July 2017 at 11:32 PM.
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Old 23rd July 2017, 12:43 PM
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GLideN64 Public Release 2.0 is a lot slower than the later WIP versions with the VI refactor. Also Body Harvest is fixed in later WIP. Threaded version gave me another massive speedup, with Perfect Dark going from 40-60VI/s, to 160+ VI/s with frame limiter off. But Goldeneye is still slow.

If I set Goldeneye's counter factor to 1 with GLideN64 it becomes even slower. Not so with Jabo.
Latest PJ64 git builds have overclock option, I set it to 2 and leave counter factor at 2, for same effect. But it still struggles with GLideN64. Some games need CF=2 for correct timing.

One good example is Monaco Grand Prix, I use PJGlide64 (Project64-Video). I changed the counter factor to 1 in the rdb some time ago. Because the analog controls with CF=2 were like switched input, uncontrollable. But CF=1 makes the menu screens like a 1fps slideshow switching screens when in fullscreen. Setting it to CF=2 and overclock=2 fixes the slow menus and the controls, plus increases the frame rate.

Sync using audio has no effect with fixed audio timing off. I already turn off FAT for most games, as I use my own build of Azimer's new audio code.

Last edited by Frank74; 23rd July 2017 at 12:46 PM.
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