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  #11  
Old 29th May 2015, 11:54 PM
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Originally Posted by the_randomizer View Post
What did you expect on an IGP?
Ya, lets just keep blaming the hardware and never come up with a real solution .

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Better than that Rice Video plugin lol.
Lol ok .

1964 Video.

To be fair, my GlideN64 screenshot was in LLE (not that the gfx were better in HLE), but at least the performance was better (60's rather than 81).

I just get tired of people suggesting to me to use GlideN64 when it's clearly not suitable at all.
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  #12  
Old 30th May 2015, 12:42 AM
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I'll just keep my mouth shut then since I don't know what I'm talking about I need to stop putting my foot in my mouth.




IGPs have a myriad of issues that are very very hard to overcome, GlideN64 clearly wasn't programmed with IGPs in mind. You can always ask Gonetz in person why he won't focus on them.
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  #13  
Old 30th May 2015, 02:32 AM
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Originally Posted by the_randomizer View Post
IGPs have a myriad of issues that are very very hard to overcome, GlideN64 clearly wasn't programmed with IGPs in mind.
Dolphin has recurring problems with IGPs. It's not unusual for advanced OGL stuff to crap itself on them.

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You can always ask Gonetz in person why he won't focus on them.
He probably lacks the sick skillz. For quite a while, GLideN64 was broken on Nvidia hardware because he only had an AMD GPU. It's much better now in that regard, but software like GLideN64 really needs the input of people who, for lack of a better expression, actually know what they're doing. Gonetz has some skills, but there are areas where he seems extremely lacking in know-how.

Last edited by Ambient_Malice; 30th May 2015 at 02:35 AM.
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  #14  
Old 30th May 2015, 04:16 AM
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Red face

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Originally Posted by the_randomizer View Post
I'll just keep my mouth shut then since I don't know what I'm talking about I need to stop putting my foot in my mouth.
Lol relax man .
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IGPs have a myriad of issues that are very very hard to overcome, GlideN64 clearly wasn't programmed with IGPs in mind.
That's not really an excuse tbh. I understand there are limitations, but there are way too many issues. Doesn't make sense, considering the 2 HLE plugins he used as a base, do not have these kind of issues I'm dealing with.
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You can always ask Gonetz in person why he won't focus on them.
No point, because it's obviously not on his priority list. I just have to make use of what I got.
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  #15  
Old 30th May 2015, 05:11 AM
Ambient_Malice Ambient_Malice is offline
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I've been pondering, and I'm starting to think N64 HLE graphics is a horrific mistake that should have been abandoned years ago. There are too many problems that will never be fixed because they are too obscure, too hard, and too crazy.

GLideN64 should, in my view, abandon HLE and focus entirely on creating a fast, reasonably accurate hardware LLE renderer paired with an accurate software LLE renderer. Instead of clumsily jamming z64 into gl64, go back to basics and port the improved hardware framebuffer code into z64 and clean up the jank. Ziggy's is a fantastic plugin, even if PJ64's new interlacing code breaks it somewhat. GLideN64 is a beached whale of poor priorities.
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  #16  
Old 30th May 2015, 02:58 PM
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Originally Posted by Ambient_Malice View Post
Ziggy's is a fantastic plugin, even if PJ64's new interlacing code breaks it somewhat.
Wouldn't the same thing be true then for Mupen64? Because that also emulates VI_CURRENT_LINE_REG. If you find only pj64 interlacing breaks it but not mupen then I think we aren't thinking of the same commit.
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  #17  
Old 30th May 2015, 06:47 PM
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Originally Posted by HatCat View Post
Wouldn't the same thing be true then for Mupen64? Because that also emulates VI_CURRENT_LINE_REG. If you find only pj64 interlacing breaks it but not mupen then I think we aren't thinking of the same commit.
Well, when I tried M64p 1.5, I don't remember seeing the interlacing issue in Rogue Squadron. I suspect the difference might just be counter factor because IIRC, CF=2 also didn't have the issue.
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Originally Posted by Ambient_Malice View Post
I've been pondering, and I'm starting to think N64 HLE graphics is a horrific mistake that should have been abandoned years ago. There are too many problems that will never be fixed because they are too obscure, too hard, and too crazy.
Even though I think LLE should be polished first, I still think HLE is nice. Some games look reasonably well in HLE (like SM64, SSB, etc).
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Originally Posted by Ambient_Malice View Post
GLideN64 should, in my view, abandon HLE and focus entirely on creating a fast, reasonably accurate hardware LLE renderer paired with an accurate software LLE renderer. Instead of clumsily jamming z64 into gl64, go back to basics and port the improved hardware framebuffer code into z64 and clean up the jank.
I do think it would be nice if he temporarily abandoned HLE to improve LLE. Just thinking about my own experiences, I'm really glad I put HLE on hold. Occasionally I'll study microcode, just for fun and implement a block of code, but my time spent on HLE is minimal, since it's very time consuming. I feel that once you master LLE, you can do some amazing things with HLE .

It's kinda interesting how GlideN64 doesn't have some of the same issues I encountered with z64gl, so if I'm lucky, perhaps I could figure out how to fix some of z64gl's issues after analyzing the code in both sources. Too bad I hardly know much about OGL . Kinda demotivating when z64gl only seems to work well for me on Linux.
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  #18  
Old 2nd June 2015, 02:45 AM
Ambient_Malice Ambient_Malice is offline
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Originally Posted by HatCat View Post
Wouldn't the same thing be true then for Mupen64? Because that also emulates VI_CURRENT_LINE_REG. If you find only pj64 interlacing breaks it but not mupen then I think we aren't thinking of the same commit.
I'm not sure if you're aware, but some games have apparently misbehaving interlacing with Angrylion's on PJ64, too. Namely, interlacing artifacts on static screens. The problems aren't present in 2.1 - but the games didn't display menus in Angrylion's plugin back then.
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  #19  
Old 2nd June 2015, 03:19 AM
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That was the point of my question. You and Frank74 were observing a while back on GitHub discussions that my contribution to support VI_V_CURRENT_LINE_REG within Project64 2.2+ caused some "regression" with swapped scanlines due to half-field timing within the RCP. But how can you be observing this only with Project64 and not Mupen64 which also has this feature implemented? Unless you just need to adjust the counter factor setting, that is.
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  #20  
Old 2nd June 2015, 04:12 AM
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I went back and tested CF=2 and CF=3. Didn't fix it, so nvm about that ;/ . Frame skip ftw though .
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