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#11
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Regarding speed of GLideN64 versus Glide64. Most games are faster on Glide here. Though fzurita's threaded GLideN64 is faster here than Glide with Perfect Dark. On my shitty Intel HD Graphics. It never drops below 60 VI/s even with night vision and cam spy etc. TWINE also runs great. The only game that struggles to get 60 VI/s is CBFD. Last edited by Frank74; 7th July 2017 at 08:38 PM. |
#12
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most of the title is a quote from a recent reddit thread
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The angle branch is also useful for testing the OpengL ES code on windows, which is why it is likely to stay around, but unlikely to be merged. Quote:
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Lots of complaints I see about N64 emulation being bad is often unsupported gfx card features, I fear taking up like Gliden64 as the default while it will make it better for some, maybe the majority, It will make it worse for others. There is already enough complaints that N64 emulation is really bad with out making it worse for a group of people, (a lot larger group then what is effected by using glide64 or jabo's plugin) |
#13
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the LLE branch was killed cause it was branched from the ANGLE branch, when I get all the key changes from the ANGLE branch in to the master, then I will recreate the LLE branch again. Quote:
I will be looking at test programs, z64gl, angry lions code for directions with LLE. |
#14
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In what way is it currently lacking? From what I've seen, most games are bottlenecked by the RDP. I only know a few games where RSP usage is heavy (such as Gauntlet, Vigilante 8, can Conker). Aside from those games, do you know any others?
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![]() Great plan. I am excited for this ![]() Quote:
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![]() I'm surprised. Is that game is more resource intensive than Vigilante 8, for HLE? |
#15
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Try it with this plugin: AziAudioNEW Disabling audiothread sleep makes the audio CPU usage higher than PJ64 and GLideN64. But even my low system specs handle it fine. Body Harvest needs it as well to stop VI's slowing, causing sync issues. Body Harvest needs Backend FPS at 95. Buffer settings don't take effect until loading a savestate or restarting ROM atm. Last edited by Frank74; 7th July 2017 at 10:18 PM. |
#16
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Firstly, I'm just going to repost what I posted on the reddit thread:
I appreciate Zilmar making this post. And here are my thoughts. Sorry if they seem scattered in places. >It is extremely bloated, the plugin is like 10mb, which is like double the rest of the emulator. The mupen64plus version is 1.6MB. The bloat in the Zilmar spec is entirely derived from the QT-based GUI. If you wanted to streamline it, you could write your own GUI. >The build process is horrible, after spending a couple hours trying to build I gave up. I did not want to add all the crap needed to build it to my build machine. Considering you release public builds once in a blue moon, just get Gonetz or someone else to build it for you if it's that much trouble. Also, again, this is exclusive to the Zilmar spec version. The mupen64plus version needs freetype, Visual Studio, and nothing else. >But glide64 just never worked as well for me on my computer and from other people I talked to that was the same, so I did not want to make the default usage worse. I can't help wondering how old your PC is. Also, you are surrounded by people running hardware so ancient it can't run a plugin like z64gl. A GL2 plugin. There is a serious echo chamber problem, I'm sorry to say. You trust these people too much, and you'd been badly led astray by their "looks fine to me" attitude. Moving to Glide64 was a no-brainer... 7-10 years ago. But boo hoo, this laptop with an ancient integrated GPU and crappy Intel drivers can't run a plugin that was originally designed for Voodoo cards. >For the 2.4 release I do plan to have glide64 as the default (forked as Project64-video, to stop any brand confusion). Better than nothing, but riddled with problems all the same. >But if I want to actually work on it and move in a completely different direction then this causes problems with doing it on someones else's project. Zilmar, respectfully, I believe you should focus on CPU/RSP/Audio emulation and leave graphics to people like Gonetz. You've expressed a desire to improve CPU emulation. Even seek cycle accuracy. And this is fantastic. But at the same time, you're seeking to hack your way in circles instead of seeking accurate graphics emulation because... well, people with PCs predating Vista might complain. You think these people are going to be happy with you improving PJ64's CPU emulation at the cost of performance? Because fixing PJ64's CPU emulation is gonna hit performance HARD. >My focus I want really to be on the ability for LLE, I would like to see perfect LLE video possible from the plugin, like what angrylions one does, but this I want for testing, not really for end users. I'd encourage you to look at ParaLLeL. The vulkan LLE graphics emulator. I honestly think it's as good as we're going to get in the near future although it's very WIP, and there's no need to reinvent the wheel here. >Things like Higher system requirements as well I do not like, I can live with if I have to but I prefer to try it getting working on lower end machines (which may not be possible). The GLideN64 team are actively working to improve performance. There is a PR currently being worked on that dramatically improves performance on older hardware, especially laptops. Examples include Perfect Dark jumping from 58 to 163VIs on an old laptop. >The other thing with having my own fork/gfx plugin in is that I can have better integration with project64. The plugin will be designed to just work with Project64 I do not have to worry about breaking compatibility with other emulators. You are the author of the Zilmar specs. You can change whatever you want. But you need to communicate with people. You need to formalize changes. For example, at one point you changed PJ64's cfg file location to the "Config" subfolder. Which is an okay idea, but then you never really formalized this. So all the other plugins, including GLideN64, are still using the "Plugin/GFX" folder, which you didn't think to grant write access to with the installer version of PJ64, meaning the plugin doesn't work without administrative permissions. Communication is key. Zilmar, I assume you're going to read this. You need to talk to Gonetz. You need to talk to people actually using GLideN64, who are in a position to comment on its performance across different hardware configurations, and potential for optimization. Because I feel you are being badly misled by people who have no interest in improving N64 emulation if that improvement means ancient hardware falls below the cutoff point. I've spoken somewhat cynically of your efforts to port PJ64 to Android. I definitely don't approve of you charging money for functionality instead of asking for donations. However, there is no reason why GLideN64 cannot become the best plugin for Android devices. The GLideN64 team have gone out of their way to support Android. When Gonetz implemented the new, accurate combiner, he left the legacy version in place for very low power devices. There is always room for improvement, but GLideN64's performance is a lot better than naysayers who can't run plugins from over a decade ago want to paint it. As I said, you need to talk to people working on GLideN64 while also investigating it for yourself. --end repost. There needs to be a serious reality check here. One of the strangest beliefs among casual emulation fans is that emulators get faster over time. I see people who expect Cemu's performance to improve at a steady rate, and they see more accuracy = lower performance as a terrible problem. This has been a problem with N64 emulation for a while now. You can't have your cake and eat it, too. Why on earth are people surprised that GLideN64 is more demanding than Glide64? It's only natural that a significantly more accurate renderer would have higher hardware requirements. Now GLideN64 can certainly be improved, although some optimizations are off the table because they conflict with important accuracy improvements. z64gl's optimizations in particular. I believe it is time for a clean slate. A new Project 64 with a new hardware baseline. I don't like sounding bossy, okay? But think hard about this, please. 1: Make GLideN64 the new default plugin. 2: Provide Project64-Video as a convenient fallback. Remove Jabo video. Great legacy support while GLideN64 improves. Aim high. Don't aim low. 3: Rewrite the RDB with GLideN64 in mind. The improvement will be monumental. GLideN64 has a few issues that need addressing, but for a vast majority of games, the accuracy improvements are astounding. 4: Replace Jabo audio with Azimer's, and get the regressions solved as soon as possible. Talk with the Azimer contributors about possibly stopgap measures. 5: Consider designing the desktop version of PJ64 with an automated update system where every week or so, you push out an incremental update. A prompt would show and say "Would you like to download the latest version." Why do this? Well, it'll allow for stuff like improvements to be rolled out as soon as possible, but while still allowing for testing and such. However, this design would require more bandwidth, so it's more of a general suggestion. N64 emulation is moving very rapidly. Particularly graphics emulation. Gonetz and the others have been making amazing progress. GLideN64 from two weeks ago is badly outdated already. |
#17
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Body Harvest was fixed by a massive VI/framebuffer refactor where Gonetz completely rewrote how the plugin handles video interface emulation and calculates framebuffer sizes. This had a plethora of positive effects including fixing height calculation for PAL games, and fixing an endless list of games where buffers were written at the wrong size to RAM, resulting in graphical corruption, crashes, or odd behavior. GLideN64 is doing a lot of things accurately/mostly accurately that Glide64 handles via broken heuristics and hacks. Resident Evil 2, for example, emulates near perfectly on GLideN64 because GLideN64 can correctly calculate buffer sizes. Glide64 can't. And I don't think it ever will, without resorting to a massive rewrite in which case the reality presents itself -- why completely rewrite this plugin? Self-education and improvement aside, why so much effort for something that will never be as good as GLideN64? Gonetz abandoned Glide64 because it was a dead end. Even though using gln64 as a base was a dubious decision, it allowed GLideN64 to improve so many areas of accuracy. GLideN64 is more accurate than Nintendo's own VC in places. Also, I see people talk about how Glide64 is ostensibly "faster" than GLideN64. As though we're all gonna ignore how we turned off framebuffer to RAM on pretty much every game because it was prohibitively expensive. (Perfect Dark is a mess on Glide64.) GLideN64 is the exact opposite. FB to RAM is enabled for everything, pretty much, because it's a huge accuracy improvement that doesn't destroy performance like it does on Glide64. Quote:
I would argue that the negative reputation of N64 emulation stems more from pretty everything being broken on Jabo/Glide64, than from a small and vocal minority who don't see any need for N64 emulation to meaningfully improve. If you're going to really improve CPU/RSP emulation, for example -- perhaps removing the COUNT hack -- you are going to piss off these people who care more about extreme legacy hardware than basic accuracy. They'll accept any hack, no matter how dirty, before they'll accept accuracy improvements that carry a performance penalty. Last edited by SuperTurboTurkeyStuffer; 8th July 2017 at 02:12 AM. |
#18
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I want to get in on this too, but I am confused as to why anyone would have to create an alternate persona to place their views here. If you don't believe in something you should voice that opinion clearly, and with knowledge of the subjects you are trying to express towards. Posting about other emulators being superior with alternate accounts to mislead people is just cringy. Be the change, you want, and make an effort to help out.
I agree that we live in a world where people who are into emulation will have the HW required to run GLideN64, however PJ's design is in the interest of just having an out of the box experience for any PJ's end user who doesn't meet the strict HW requirements for some plugins. If I could have it my way the emulator would include Angrylion's RDP and LLE on by default. I'm sure that we all agree that if ALRDP performed on more than a handful of computers out there that this would be the best plugin to use as default. Anyway, I don't know how many times this discussion has been graced by Ambient_Malice in the past, but I don't see where the need for it to be included at this time warrants so much negative posts on /vg an reddit, ect.. Zilmar's plan to invest time on GFX should be embraced, not ridiculed. Just so everyone is aware of my preference I use two plugins. reality, and GLideN64 when I actually play games with my friends. The fun for me in Nintendo 64 emulation has always been seeing people poke around with what information we have, and to discover how things actually work on such a buggy system. I don't ever expect Project64 to be cycle accurate, and I am proud of that. I prefer the ability to enhance the frame-rates, and graphical limitations of the real HW anyway. |
#19
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Emphasis on "enhance". There's nothing wrong with PJ64 supporting less precise timing modes as an option. But the current situation is completely unacceptable. |
#20
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