GizmoTheGreen
Active Member
HackModford said:This is great.
This is all software rendered right?
What is left to be optimized?
I'm asking because I'm hoping it'll be faster someday.
graphics uses a nanogl plugin
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HackModford said:This is great.
This is all software rendered right?
What is left to be optimized?
I'm asking because I'm hoping it'll be faster someday.
HackModford said:I'm a little dense when it comes to this stuff. Does that mean we're using the 3d hardware of the pandora or is nanogl just an optimized software renderer? Will we see speed improvements?
HackModford said:I'm a little dense when it comes to this stuff. Does that mean we're using the 3d hardware of the pandora or is nanogl just an optimized software renderer? Will we see speed improvements?
HackModford said:So what about speed improvements? Or is this as good as it's gonna get? I realise it's beta and all... I just don't want to have dashed hopes and dreams![]()
He was referencing it for his point, not reposting itTokiopop said:That video was posted on page 8![]()
Oh righty, I just scan for links now.Na-Noo said:He was referencing it for his point, not reposting itTokiopop said:That video was posted on page 8![]()
HackModford said:I went to minimenu
Set CPU to 750
Used Background Killer
And set the frameskip to 2
Suddenly Mario64 became playable![]()
Just to be clear, if "frame skip=1" that means that NO frames are skipped. If it equals 2 then its half framerate, 3 = 1/3 framerate, etc.Try it with frameskip=2 and you can get similar speed with sound enabled too.
It outputs the fps to stdout, so run it from the terminal. Its probably best to use something like: "/usr/pandora/scripts/pnd_run.sh -p mupen64plus-r1.pnd -e ./run.sh". This way the environment variables will be set correctly and it will find the config files.Is there a way to see a fps? Emu works fine in minimenu.
I don't think Yoshi Story works in gln64 either, it uses some strange rendering approach that requires game specific hacks.But Yoshi's Story for example is still buggy as hell. That isn't really important. But if you want to see a game with huge graphical glitches, try it.
Correct. I've ported it all to OGLES2 now, there is no wrapper involved.(Note: I say was cause i thought that i saw recently Adventus commented to the fact he wasnt using it anymore, but either case mupen is using 3d hw)
This is because Fog is disabled in the config file. I haven't tested it in a long time but setting it to 1 should turn it on. It comes with a noticeable performance drop.Comparing that to a N64 video, it looks like the draw distance in mupen64plus is greater than on N64 hardware. Or perhaps more accurately, fogging is not quite correct at distance. Most obvious a short way into first level when the mountains appear out the sea - they fade in on a N64 and suddenly pop into life on the pandora video.
I broke my left analog nub, so those settings are bound to be wrong. Try the DPAD version if its unbearable.EDIT 3: Is it me, or does it seem really hard to use the Analog nub in SM64? I think it's too sensitive. It's really hard to walk as Mario or to turn the right direction.
I have tested 1080 before, it has trouble with my frame skip implementation (I'm pretty sure it used to work though). It should look fine with frame skip=1, but it might be a bit slow.Tested 1080 again. This time at 700 MHz. The menu itself did not show up, but the background did this time. It seems that this is the same for the whole game. All of the menu overlays are not showing up. Seems to run well with frameskip 2 with sound. It's just that the sound is jumpy, like in most games.
Adventus said:I broke my left analog nub, so those settings are bound to be wrong. Try the DPAD version if its unbearable.EDIT 3: Is it me, or does it seem really hard to use the Analog nub in SM64? I think it's too sensitive. It's really hard to walk as Mario or to turn the right direction.
I have tested 1080 before, it has trouble with my frame skip implementation (I'm pretty sure it used to work though). It should look fine with frame skip=1, but it might be a bit slow.Tested 1080 again. This time at 700 MHz. The menu itself did not show up, but the background did this time. It seems that this is the same for the whole game. All of the menu overlays are not showing up. Seems to run well with frameskip 2 with sound. It's just that the sound is jumpy, like in most games.
BTW: I also suggest trying framebuffer enable=1 and half resolution settings (ie framebuffer width=400, framebuffer height=240), some games work a bit faster.
BTW: I also suggest trying framebuffer enable=1 and half resolution settings (ie framebuffer width=400, framebuffer height=240), some games work a bit faster
I'm not a N64 expert but I always thought the fog was to gain more performance because this way the drawing could be start later. I remember the N64 as a very foggy and blurry Console (PAL). So at the N64 the fog gave more performance (becuae it was less stuff rendered in the distance) but in emulation, it does quite the opposite thing?Adventus said:This is because Fog is disabled in the config file. I haven't tested it in a long time but setting it to 1 should turn it on. It comes with a noticeable performance drop.Comparing that to a N64 video, it looks like the draw distance in mupen64plus is greater than on N64 hardware. Or perhaps more accurately, fogging is not quite correct at distance. Most obvious a short way into first level when the mountains appear out the sea - they fade in on a N64 and suddenly pop into life on the pandora video.
fusion_power said:I'm not a N64 expert but I always thought the fog was to gain more performance because this way the drawing could be start later. I remember the N64 as a very foggy and blurry Console (PAL). So at the N64 the fog gave more performance (becuae it was less stuff rendered in the distance) but in emulation, it does quite the opposite thing?Adventus said:This is because Fog is disabled in the config file. I haven't tested it in a long time but setting it to 1 should turn it on. It comes with a noticeable performance drop.Comparing that to a N64 video, it looks like the draw distance in mupen64plus is greater than on N64 hardware. Or perhaps more accurately, fogging is not quite correct at distance. Most obvious a short way into first level when the mountains appear out the sea - they fade in on a N64 and suddenly pop into life on the pandora video.
The world of emulation really is a strange thing :lol:
Oh, because of the nubs: will there be an Emulator Menu-Setting for Nub-sensitivity/ general Button mapping?
Correct.Btw, half framerate means that every 2nd frame is rendered, and 1/3 framerate means every third is rendered, right?
The Fog is used to hide the fact that stuff is popping up in the distance. Its always faster without fog, its just uglier.I'm not a N64 expert but I always thought the fog was to gain more performance because this way the drawing could be start later. I remember the N64 as a very foggy and blurry Console (PAL). So at the N64 the fog gave more performance (becuae it was less stuff rendered in the distance) but in emulation, it does quite the opposite thing?
The world of emulation really is a strange thing
It depends on how hard the SGX is being pushed. If its being pushed hard, like in Banjo Kazooie, then it makes a significant gain. Sometime i'll test out the scaling hardware which Notaz exposed.... but it will require dropping X11.interesting. Can we not get essentially free scaling out of the sgx hardware? Or is it again due to sgx driver? How much gain - is it worth rendering to 400x240 and scaling?
Probably, At the moment I'm tossing up whether we port blight input or improve ppsp_input. I'm leaning towards ppsp_input.... just so i can make modifications easily.Oh, because of the nubs: will there be an Emulator Menu-Setting for Nub-sensitivity/ general Button mapping?
