|
|
![]() |
|
Thread Tools | Display Modes |
#21
|
|||
|
|||
![]()
If Gonetz and Olivieryuyu continue to work on reverse engineering and HLE-ing N64 video ucodes, it is arguable that LLE graphics will become redundant for general users. The sticking point is that GoldenEye and Killer Instinct require low level triangle rendering for skies and water. Glide64 and GLideN64 have a dodgy implementation copied from z64gl. That's why they can run in "LLE" mode. Fixing LLE triangle drawing is extremely low priority, but should be dealt with eventually. This would both fix GE/KI skies and allow for acceptable LLE microcode graphics emulation. There's no benefit to using LLE over an accurate HLE microcode, but the option would be nice, especially as it will be a while before every microcode is fixed.
Also, you can't just backport these HLE implementations to Glide64 and expect great results. Like, what's the point of having working dynamic lighting in Turok 3 on Glide64 when shadows and a bunch of other stuff is broken? There's just so much wrong with Glide64, and while I kinda respect anyone wanting to salvage something abandoned by both lead devs a decade apart, it's effort better put elsewhere, IMO. Last edited by SuperTurboTurkeyStuffer; 8th July 2017 at 03:29 AM. |
#22
|
||||
|
||||
![]()
There's no debate that GLideN64 is the most accurate HLE video plugin. It's unnecessary to try and explain all the ways in which GLideN64 is more accurate. If accuracy was the #1 criteria, I'm sure Angrylion's would be the default.
The problem with GLideN64 is that it requires relatively new hardware and has worse performance. Glide64 is more optimized overall. FB read performance will not be an issue if per-game FB notification is implemented. What should be addressed are the flaws, not what it excels at. Being good at one thing doesn't necessarily make up for flaws. Which criteria is important, varies from person to person. I hardly see the suggestion "well go fix these problems yourself", as a real solution. Quote:
Quote:
Quote:
Quote:
I can definitely relate to getting ridiculed / hate for trying to do something good. It sucks, but I just have to move on and go my own way. Gotta stay positive and keep movin forward! |
#23
|
|||||
|
|||||
![]() Quote:
Quote:
Let's be clear here. GLideN64 does not have performance issues, performs objectively better than Glide64, and performance on older devices that aren't ridiculously ancient is not an issue. (Since a fix is being worked on for exactly these "I don't want to buy an actual GPU" cases.) GLideN64 is a project that is dramatically improving on a pretty much week by week basis. Meanwhile, Glide64 has actually gotten worse since 2008 in a few areas. Texture rendering in particular. There's a serious texture corruption issue in Glide64. I feel this is a misuse of the word "optimized". Glide64 has terrible performance and even worse accuracy. (Like, what's the point of running Conker slightly faster on Glide64 when the plugin can't render any of the ground textures properly?) Quote:
Quote:
Quote:
You can acknowledge whatever you like. PJ64 is not the "best overall" emulator out of the box. It has too many serious problems that require addressing. Anyone who recommends PJ64 in its current state should be ashamed of themselves. Last edited by SuperTurboTurkeyStuffer; 8th July 2017 at 04:06 AM. |
#24
|
||||||||
|
||||||||
![]() Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
![]() Quote:
There are legitimate reasons to use M64p over PJ64, but to tell users (especially Windows users), that m64p is objectively better is just plain false. There's no good reason to spread such biased statements. I still can't be bothered to touch that emulator. The only way to make it bearable is to use libretro. Last edited by RPGMaster; 8th July 2017 at 04:36 AM. |
#25
|
||||
|
||||
![]()
I appreciate your concerns about default plugins, but I'm worried that you just came here and post your inner hate for PJ64. I get the feeling that you have some wish list for PJ64, but you are unwilling to help contribute to to the project. I hope that you will take the time to understand the direction zilmar has chosen with his project.
My intent was to let people know who you were, and I am not upset or having a melt down. As a junior PJ64 member with such strong misconceptions of PJ's goals I think people should be aware of your turf war attitude. I don't want to have to reflect to the sites rules, but harassment is probably on that "not tolerated here" list. I ask that you respect the project, and that you stop trying to pass your opinions as facts. Please continue to have passion for N64 emulation. I know that the people who care have strong opinions. |
#26
|
||||||||
|
||||||||
![]() Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
There are also forks like this, that include mupen64plus, a GUI, and GLideN64. Out of the box, it offers a vastly superior experience to Project 64. httpX://m64p.github.io/ Quote:
See above. Last edited by theboy181; 8th July 2017 at 07:20 AM. |
#27
|
|||||||||
|
|||||||||
![]() Quote:
I mean come on man, do you really think it's not possible that maybe Glide64 still does certain things better? It's not easy to make software that's 100% superior to another. Quote:
![]() Quote:
Another fair counter argument imo is that GLideN64 is both faster and more accurate than previous versions. Automatically defaulting to the belief that "it's only faster because it's less accurate" isn't completely valid. I have also seen cases where fixing bugs actually led to a performance increase. It happened with WDC after I fixed a bug in the RSP recompiler. Quote:
Quote:
Quote:
Quote:
Quote:
![]() ![]() Quote:
All I'm saying is at least be more clear why you prefer M64p when suggesting to others. At the end of the day, zilmar prefers to use Glide64's code as a base and I think people should respect that, just as they respected Gonetz decision to use glN64 as a base. |
#28
|
|||
|
|||
![]()
Can we talk about how mupen64plus barely has any updates to its emulation core? bsmiles32 is like the only person who knows N64 tech.
And honestly no, I still think it's worse than Project64, even 2.3. And I'm not a liar, how about you say something more meaningful than saying those people are liars? While I can admit my lack of knowledge with 3D graphics emulation, something pains me more: why can't you take a powerful plugin like GLideN64 or even angrylion and try to add some kind of accuracy VS performance kind of thing like PCSX2? Like deliberately add hacks upon the user's choice. Via presets, for old PCs and alike. Why isn't this talked about? Is this not viable or is this something no one has even thought about? Quote:
And no shitty code is a extremely shit reason to not release something anymore. Last edited by LuigiBlood; 8th July 2017 at 10:36 AM. |
#29
|
|||||||||||||||||
|
|||||||||||||||||
![]() Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
I have been redoing the build bot for the new site, so I would be using that if I built that. The feature needs the new site for this to work. So getting the new site was a major step needed for this. |
#30
|
||||
|
||||
![]()
Once upon a time I was active in the N64 emulation community. I played my first emulated N64 game (which of course happened to be SM64) on UltraHLE. I remember when it was all so new and exciting because progress was rapidly being made. Stuff was happening, PJ64 and 1964 popped up. We could finally move on from Corn and SupraHLE that played 12 games combined. The world was an amazing place to live in. Then something happened. Things slowed down. It's hard to pinpoint exactly what, but hell I'll give it a shot because I have nothing better to do right now.
Backtrack a (random #) of years ago. Try to picture a room full of geniuses, all working towards a common goal, all tucked away into their own little cubicles hard at work. You had zilmar and Jabo making an emulator with help from smiff (PJ64), schibo and Rice making an emulator (1964), Azimer making an emulator (apollo64), hacktarux making an emulator (mupen64), LaC and Lemmy making an emulator (Nemu64), MasterPhW making an emulator (True Reality), MarathonMan eventually making an emulator (cen64), among others who haven't been forgotton. You have Jabo working independently on graphics, Rice working independently on graphics, ziggy working independently on graphics, Gonetz working independently on graphics, Orkin working independently on graphics, mudlord working independently on graphics, MasterPhW working independently on graphics, angrylion working independently on graphics. And as for audio... well, hats off to Azimer for always offering the superior audio solution, and it the few cases it was not, schibo also had a good audio implementation. And major props to Iconoclast for his astounding RSP work, and LuigiBlood for his dedication to N64DD. This list leaves out a lot of people, who have all also went off and done their own things (who can ever forget shunyaun, or pokefan with ACE64 and its many incarnations). As an observer, what can possible be perceived from this? It's almost like there seems to be a sort of trend, almost like... everyone is competing with one another! Or... something? And this trend has extended for over a decade. It's almost like anyone who knows anything about emulating a Nintendo64, wanted to do what they excel at all by themselves, or in very small teams. Things have somewhat changed since then, but a lot still seems to be the same. And for what purpose is there to do it alone other than self glorification? The notion of complete control? Being the project BOSS? It can't honestly be self improvement, because that actually entails accepting we aren't the best at everything and there is much to be learned from others. This mentality of separation still seems to stagnate. You can't help but wonder what could have been if these wizards combined their efforts from the start. We'd probably be playing Rogue Squadron and Indiana Jones in HLE at 4k resolution by now, with absolutely no fear that the N64 is being properly preserved for future generations. Impossible, maybe? Maybe not. It's now one of those "we'll never know" situations. There has also always seemed to be this hive mind notion to support legacy hardware in the N64 scene, and put all this worry and emphasis on "speed". But, by the time any reasonable amount of progress is made, that hardware that everyone seems so hell bent on not leaving behind, is most likely dead at the point the goal will be achieved. What's considered "fast" today is tomorrows "slow". Heck my current PC isn't even considered "mid-range" anymore by today's standards, and yet I have no trouble emulating almost anything that can be emulated at full speed + graphical enhancements, including Wii-U games. How does the desire for "LLE" and "cycle accuracy" and all those fancy buzz words even exist along side these needless concerns about performance? It's almost like not only wanting the cake and eating it too, but throw in ice cream, pie, and tasty sugary fruit! And some of the arguments here just blow my mind, it feels like I'm reading a forum from 2001. Concerns over 10MB of bloat? A 250GB+ hard drive is basically a minimum standard in even the cheapest of laptops these days. You can pick up an 8GB USB stick for under 10 bucks. It makes me wonder what audience PJ64, and this proposed PJ64-Graphics plugin is even targeted at? I imagine the majority of most people who actually care about playing games, are just going to drop the GlideN64 plugin into the plugin folder and never give anything else a second thought. I don't even understand the notion of multiple plugins anymore. Because one does something better than the other? Why not combine efforts, then one plugin does both things better. I leave it to the N64 scene to latch onto such an antiquated philosophy. I get that there is always going to be diversion, multiple projects will always exist. higan vs SNES9x, PCSX2 vs Play!, CEMU vs Decaf, Dolphin vs Ishiiruka, rpcs3 vs rpcs3, NES²°³, Retroarch vs The World. But no other collective effort towards emulating a console has been more divided than the n64 scene. You need not look further than the comments in this thread for evidence. This whole worrying about performance thing. Let's look at it from another angle. Look at how accuracy focused Dolphin is. Look at the new Wii-U emulator CEMU. Accuracy aside, both require a beefy system to even run decent. Yet... there seems to be an audience for them. Arguably one that far exceeds the N64 emulation player base. Tons of active users with an enormous following. Heck these days I usually end up playing the more popular N64 games that were ported to virtual console on Dolphin rather than fiddle with the nightmare that n64 emulators have become (and truthfully, always have been). Because what's being demonstrated here is what has held back this scene for over 10 years: a lack of cooperation. At the end of it all, everything will remain as it always has been. But for some reason, I felt compelled to waste over an hour typing this up for no reason at all other than I'm tired, bitchy, insomnia drunk, and shrugged when I happened upon this thread. I'm not going to join in on the debate, but I'll eagerly watch how N64 emulation plays out over the next decade (assuming, I'm still alive). |