Huh... I guess try backing everything up and completely erasing the card(partition table included) and starting over...Permission denied. sudo hasn't helped.
Okay that's what I thought. I read a post that said 2 was a frameskip of 1. When really 2 is a frameskip of 2, but it skips one frame. Either it was posted wrong, or I read it wrong.Frameskip N means display every Nth frame.Apparently 2 is a frameskip of 1 so I don't understand what the numbers mean *scratches head*
If it is 1, it displays every single frame. If it is 2, it displays every second frame (skipping 1). If it is 9, it displays every ninth frame, skipping 8. Etc...
It's just syntactic sugar, a different way of saying the same thing. Either the emulator says "display every Nth frame (skipping every N-1 frames)" or "skip N frames (displaying every N+1th frame)"
It's just syntactic sugar, a different way of saying the same thing.
IndeedIt's just syntactic sugar, a different way of saying the same thing.
You mean semantic sugar
I don't know what settings you guys have to get it playable at 600mhz or even 500 but mines are VSYNC set to 60hz, frameskip render rate set to 1 (is that frameskip?) and using the Gles v0.0.4 with Notaz's OSS audio r2 plugin and Mario lags like crazy.
Running "Mupen64Plus vwin-devel"
Tried 850 and it is still kind of slow but not unplayable. Is it not ready for no frameskip and vsync enabled?
#gles2n64 Graphics Plugin for N64
#by Orkin / glN64 developers and Adventus.
config version=1
#These values are the physical pixel dimensions of
#your screen. They are only used for centering the
#window.
screen width=800
screen height=480
#The Window position and dimensions specify how and
#where the games will appear on the screen. Enabling
#Centre will ensure that the window is centered
#within the screen (overriding xpos/ypos).
window enable x11=1
window fullscreen=1
window centre=1
window xpos=0
window ypos=0
window width=800
window height=480
#Enabling offscreen frambuffering allows the resulting
#image to be upscaled to the window dimensions. The
#framebuffer dimensions specify the resolution which
#gles2n64 will render to.
framebuffer enable=1
framebuffer bilinear=0
framebuffer width=800
framebuffer height=480
#Frameskipping allows more CPU time be spent on other
#tasks than GPU emulation, but at the cost of a lower
#framerate.
frame render rate=2
#Vertical Sync Divider (0=No VSYNC, 1=60Hz, 2=30Hz, etc)
vertical sync=1
#These options enable different rendering paths, they
#can relieve pressure on the GPU / CPU.
enable fog=0
enable primitive z=1
enable lighting=1
enable alpha test=1
enable clipping=0
enable face culling=1
#Texture Bit Depth (0=force 16bit, 1=either 16/32bit, 2=force 32bit)
texture depth=1
texture mipmap=0
texture 2xSAI=0
texture force bilinear=0
texture max anisotropy=0
#
update mode=1
ignore offscreen rendering=0
force screen clear=0
use IA textures=0
As we've already stated, you've gotta use v0.0.5. v0.0.4 requires ~950mhz to play decently.
Default Settings do I need to change something?What's your sound level at?
I play with v5 with frame render rate 1(display every frame; frameskip) and 800mhz.It runs fine at 600mhz frame render rate 2, but mario sometimes goes invisible if he's hurt with 2.Also I tried both v 4 and 5 with frameskip set to 0 @ 600mhz and still a bit slow. Did u guys mean it would be playable at 600 with auto frameskip on?
Also version 4 seems to have frame render rate what is this? It also does not have a frameskip option but v5 does.
Ok that concerns me why would reflashing the firmware of you're Pandora fix emulator problems?Managed to reflash my Pandora and the game works perfectly fine after (a dropped frame or two here or there but otherwise fine).
He mentioned tweaks to the Pandora. Maybe one of those tweaks resulted in a library getting loaded incorrectly, or some other things running hogging up CPU (actually, we never did ask for an output of top. Might have helped), or some tweaks to the X server that made graphics drawing less efficient? Who knows, lots of possible reasons.Ok that concerns me why would reflashing the firmware of you're Pandora fix emulator problems?