#11  
Old 27th May 2013, 12:49 AM
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oddMLan oddMLan is offline
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Good work on teh plugin! Mario Tennis, a long time game that was never properly emulated is now almost perfect. The downside is that the plugin is very, very demanding (I understand that, because it is being rendered by the CPU and that the plugin is in early stages only looking for accuracy, but some optimizations won't hurt )

Last edited by oddMLan; 27th May 2013 at 12:57 AM.
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  #12  
Old 27th May 2013, 01:30 AM
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Quote:
Originally Posted by oddMLan View Post
Good work on teh plugin! Mario Tennis, a long time game that was never properly emulated is now almost perfect. The downside is that the plugin is very, very demanding (I understand that, because it is being rendered by the CPU and that the plugin is in early stages only looking for accuracy, but some optimizations won't hurt )
Accuracy is of utmost importance at this point in time,but I'd imagine speed boosts would be implemented much later on since it's not as high as priority

But it's cool to have an accurate graphics plugin after so many years.
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Last edited by the_randomizer; 27th May 2013 at 01:33 AM.
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  #13  
Old 27th May 2013, 02:08 AM
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Originally Posted by nintendo1889 View Post
The plugin is using software to render as opposed to hardware. It's the first release and over time, I'm sure speed will be improved, but for now, it relies wholly on the CPU as opposed to the GPU. The CPU is doing all the work.
Yeah, I know. If we can have software rendering plugins running at full speed in PSX emulation, the same should be possible for N64.

Still, great work. I'm not trying to belittle it, it's quite an accomplishment.
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  #14  
Old 27th May 2013, 02:11 AM
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Actually the plugin was over 4x as fast back before I merged in angrylion's anti-aliasing code.

Before when it was doing aliased polygons all the time, similar to z64gl except in software pixel-accuracy otherwise, it was more at the kind of speed to compete with PSX software RGB rendering.
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Old 27th May 2013, 02:15 AM
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Originally Posted by FatCat View Post
Actually the plugin was over 4x as fast back before I merged in angrylion's anti-aliasing code.

Before when it was doing aliased polygons all the time, similar to z64gl except in software pixel-accuracy otherwise, it was more at the kind of speed to compete with PSX software RGB rendering.
So, does that mean the same speeds can be implemented sometime down the road, even as a near-possibility? I mean, yeah, I know accuracy is of utmost importance, but a lot of people are going to uh, say something about its speed I'm sure. I'm not complaining mind you, just giving you a heads up on what others might say

I'm just wondering if we'll see the speeds it was getting prior to the anti-aliasing code implementation.
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  #16  
Old 27th May 2013, 02:24 AM
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Quote:
Originally Posted by FatCat View Post
Actually the plugin was over 4x as fast back before I merged in angrylion's anti-aliasing code.

Before when it was doing aliased polygons all the time, similar to z64gl except in software pixel-accuracy otherwise, it was more at the kind of speed to compete with PSX software RGB rendering.
Oh yes, bilinear filtering and coverage would completely decimate speeds. Would be fun to have a toggle for coverage emulation and bilinear/N64 texel sampling.
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  #17  
Old 27th May 2013, 02:36 AM
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So, Majora's Mask looks pretty much like I remember when I tried out my N64 on a HDTV. Very, very blurry graphics

I tried waiting around at night to see properly rendered stars. I think they were, but it's hard to tell with the blur
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Old 27th May 2013, 02:37 AM
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Which is good. Perfectly rendered graphics are nice to have. No shitting around with shaders, etc.
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  #19  
Old 27th May 2013, 03:08 AM
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Since you are using software, best do it in software unfortunately. Doing it in hardware would smear the entire image buffer. And yeh, software is pretty much the only way, since the n64 has the fancy image filter for texturing. You could rewrite that to use point sampling to save some speed though, since you aren't using SSE.

Would be interesting to see what it looks like without coverage/AA.
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  #20  
Old 27th May 2013, 03:19 AM
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Quote:
Originally Posted by haxatax View Post
Since you are using software, best do it in software unfortunately. Doing it in hardware would smear the entire image buffer. And yeh, software is pretty much the only way, since the n64 has the fancy image filter for texturing. You could rewrite that to use point sampling to save some speed though, since you aren't using SSE.

Would be interesting to see what it looks like without coverage/AA.
Glide 64 let's you look at games with point-sampling, it looks like a PSX game lol but worse since the N64 had 4 KB of texture cache
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