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#41
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GLideN64 has suffered from poor priorities and management. For example, GLideN64 does not need bloom. GLideN64 does not need Dolphin's shader system. The only shader it truly needs is a post-processing AA method, preferably SMAA.
GLideN64 needs: Broken LLE to be fixed. (Muh Turok. Muh Indiana Jones.) An HLE software renderer/alternate fix for Snap/Body Harvest/etc. LLE is an absolute mess. As a side effect, low level polygon stuff such as skies are broken in HLE, too. |
#42
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Like I said, in practice, GLideN64 didn't quite turn out the way it ought to have. And I agree that postprocessing shaders are very unnecessary. That being said, I'm glad it's as good as it is, and I'm glad it's open source. Perhaps there will be enough interest to help development.
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#43
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I'm vaguely annoyed that the HLE dynamic lighting problems in Turok 2, Turok 3, and Armorines have been known for basically over a decade, yet basically zero effort has gone into fixing them.
This is what happens, I suppose, when HLE emulation relies on wonky reverse engineered ucodes that almost nobody can be bothered studying. (I suspect the missing lighting is ucode related, since it works perfectly in all LLE renderers.) |
#44
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I think some end users have unrealistic expectations. It's like people want a cycle accurate + pixel accurate + hd graphics + full speed
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Someone just needs to optimize it. Quote:
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#45
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- cycle accurate: dont sure right, but if it means work as on real console so, it will be good to emulate in reasonable limits(not like DICE for example or byuu's thoughts - http://arstechnica.com/gaming/2011/0...snes-emulator/ ). - pixel accurate: I think it have point for 2D games and 2D elements. Plus text, probably. - hd graphics: I see the point in high resolutions(more 640x480) only. HD packs in my opinion dont needed. Something like Doom source ports(Zandronum, for example), higan and DOSBox without any upscales except hardware2x, hardware3x. - full speed: I think, the reason is obvious. And agree with code optimization(and probably not code only). |
#46
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Not sure why you brought it up, really, does the source at the moment have fixes not included in the public release update? I was under the impression he was prioritizing GLES 2.0 support. |
#47
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#48
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Got any examples of this?
__________________
http://theoatmeal.com/comics/cat_vs_internet |
#49
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With z64gl, some menus are ridiculously slow, like in SD Hiryuu no Ken. Regular gameplay is still a bit faster on my end with Angrylion's with filters off. I'm sure at least part of the problem is my hardware.
In games like Rogue Squadron, z64gl has a higher max VI/s, but it dips below 60 more often than Angrylions for some reason ;/ . Of course I'm using 4MB and not 8MB though. |
#50
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Netplay is finnicky enough as it is right now, with a quirky input plugin workaround. I'm surprised it works at all. But it's a pleasant surprise. |