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#11
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Ya, lets just keep blaming the hardware and never come up with a real solution
![]() 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. |
#12
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I'll just keep my mouth shut then since I don't know what I'm talking about
![]() ![]() 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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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 |
#13
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Last edited by Ambient_Malice; 30th May 2015 at 02:35 AM. |
#14
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#15
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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. |
#16
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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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http://theoatmeal.com/comics/cat_vs_internet |
#17
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![]() 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 ![]() |
#18
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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
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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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http://theoatmeal.com/comics/cat_vs_internet |
#20
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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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