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#1
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Hi everyone,
I'm using the latest GlideN64 build with Project64 2.3, and I would like to know if you guys think I should use HLE or LLE graphics? I realize that LLE is normally slower, but I tested it and LLE runs just fine for me most of the time. I'm asking because I understand that LLE is more accurate than HLE and it could fix some issues that HLE can't, and I just wanted to know if there's any downside to using LLE graphics. Thanks in advance. PS: By the way, to use LLE graphics I just have to uncheck "Graphics HLE" on the plugin selection menu, right? ![]() |
#2
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#3
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I would like to see glide64's lle be as good as z64gl ... but need to get android faster first
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#4
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The "downside" is that the HLE microcodes in most of what you'll run are documented and functionally direct.
In context, drawing a cylinder or sphere in LLE requires multiple triangle commands, but in HLE microcode if there is a command for drawing cylinders or spheres you can write C functions to not have to individually graph each triangle but try to process a vertex array. (Depending on your GPU's advancement over the RCP's this may or may not amount to much.) Otherwise you might have to worry about the CPU or the RSP sending corrupt display lists, and usually only LLE is affected by this. Otherwise not really a downside to using LLE graphics. With the default plugins, yeah. For older versions like the 1.6 RSP emulation plugin that will have no effect, but it can't hurt.
__________________
http://theoatmeal.com/comics/cat_vs_internet |
#5
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#7
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__________________
My rig: CPU: Intel Core i7 4470 3.4 GHz to 3.9 GHz Video card:: MSI nVidia GTX 970 4 GB GDDR5 OS: Windows 7 Professional 64-bit RAM: 16 GB DDR3 SDRAM 10600 HDD: 2 x Western Digital 1 TB HDDs Monitor: 23" Asus Full HD LED Oh, and Snes9x > Zsnes in every way |
#8
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#9
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Some bug fixes + performance improvement in some games.
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#10
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