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#31
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Windows 10 automatically installs the xbox driver i would go into your device manger and remove it, then let windows reinstall it.
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#32
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but not in Project64 where multithreading and advanced APIs are looked upon as worthless |
#33
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#34
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#35
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Yes because that's totally a very compelling reason enough to update, and not the fact so many people can't even run the bloody emulator on the new fancy-pants OS without the damn thing giving a BSOD. Some reason that is.
__________________
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 |
#36
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Well multithreading is seen as worthless on N64 emulation because the outcome is ineffective from how the emulated system can't handle it properly to achieve magnified performance.
Such a shame too,if it could handle it properly,we would already have completely full speed on other platfroms like Android,fully utilizing all four cores of a quadcore device. Edit: I searched for synchronized multithreading and it is a thing! Could this be possible in PJ64? It was on a Microsoft page for .NET framework 4.6 and 4.5 versions. https://msdn.microsoft.com/en-us/lib...=vs.110).aspx# Last edited by retroben; 20th August 2015 at 09:04 PM. |
#37
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Of course it is a thing, it has to be a thing, it isn't a thing if you have to synchronize (might've been the wrong word in the other post) millions of calls per second (and PJ64 doesn't use .Net btw)
Because N64 emulation is so reliant on previously computed results you can't just throw more cores at the problem, as they'd have to wait for the result of the previous core anyway. (It depends on the machine to be emulated if you can feasibly multithread it, N64 is not one of them ) Multithreading is useful If you can do it for stuff that's independent e.g. if you compress multiple files to a zip or whatever each file can be compressed in a seperate thread because they are different files the only thing that has to be synchronized is "when is everyone finished?" so that the final file can be written Last edited by V1del; 21st August 2015 at 10:40 AM. |
#38
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I've done this many times, but it doesn't work.
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#39
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Exactly what XBOX controller are you using? Is it an original, 360, or One? Is it official or third party such as Razer or MadCatz? Do you see it in device manager (or with any yellow exclamation?)? Does the controller work fine outside of the emu? The XBOX 360 and One controllers work fine for me. I go back and forth a bit with controller plugins, but Jabo's input seems ideal for me. I have no issues with RUMBLE and can set controller 1 and 2 controls to one controller allowing me to set analog control to both analog sticks. This is mostly used for GoldenEye's Dual-Controller settings as well as Perfect Darks. Doing so effectively modernizes GoldenEye/Perfect Darks control scheme. Kudos Rareware!
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#40
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Not that any N64 emulation developer ever had any inclination to design a plugin surrounding it, especially in this forum, where a few of the plugin developers find that "M$"-centric APIs are worthless anyway in the face of software emulation, or OpenGL. In addition, it's not like anyone was in a hurry to support anything considered "modern" anyway. GlideN64 was probably the latest of the efforts to support HLE-related emulation, while Dolphin (among others) have been running circles around N64 emulation for quite some time now. There may be problems with emulating the N64 that may not be as cut and dry, (and I'm certainly no expert, but an observer over the years) so correct me if I'm wrong. Last edited by Dekki64; 29th August 2015 at 09:52 AM. |