- Joined
- Mar 5, 2021
So much for the "emotion engine" problem.The ps2 emulation scene on android instantly went from a joke to something to look forward to overnight.
Is there a good gaming controller for Android phones?
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So much for the "emotion engine" problem.The ps2 emulation scene on android instantly went from a joke to something to look forward to overnight.
Yes, but its kind of expensive. I swear by the gamesir X2. The only problem is that you need wireless earbuds because it blocks one of the ports when you connect it.So much for the "emotion engine" problem.
Is there a good faming controller for Android phones?
Sorry for the late reply but Zilmar is the creator of Project64 and when it was created it was done in a way where he only had to program the core part of the emulator and pass the processing of graphics, sound and controls to plugin developers. To make it so that plugins would work interchangeably and to facilitate their integration with the PJ64 core he developed specs that plugin developers had to follow, otherwise they wouldn't work with PJ64. This was back when it was not open source yet and when plugins were commonplace for emulators, only very recently has PCSX2 dropped the plugin system and merged everything into master so now you don't have to look up what the best plugin for a certain game is and download 10 different graphics and audio plugins like it is with 64 emulation (and I think Wii U too, but I don't know for sure). Why no developer has bothered to do what PCSX2 did to this day is beyond me since there's no need for plugins to exist anymore.No specific emulator, but I keep seeing references to "Zilmar spec plugins." I just wondered what those specs were. Maybe it's an outdated term?
I think Duckstation doesn't need plugins? epsxe fucking sucked back then and finally we have good PS1 emulation.Sorry for the late reply but Zilmar is the creator of Project64 and when it was created it was done in a way where he only had to program the core part of the emulator and pass the processing of graphics, sound and controls to plugin developers. To make it so that plugins would work interchangeably and to facilitate their integration with the PJ64 core he developed specs that plugin developers had to follow, otherwise they wouldn't work with PJ64. This was back when it was not open source yet and when plugins were commonplace for emulators, only very recently has PCSX2 dropped the plugin system and merged everything into master so now you don't have to look up what the best plugin for a certain game is and download 10 different graphics and audio plugins like it is with 64 emulation (and I think Wii U too, but I don't know for sure). Why no developer has bothered to do what PCSX2 did to this day is beyond me since there's no need for plugins to exist anymore.
Not that I disagree, but this would bring up the issue of "Which plugins to merge?" For instance, the Mupen repository contains subprojects for five video plugins:Why no developer has bothered to do what PCSX2 did to this day is beyond me since there's no need for plugins to exist anymore.
I think not, but I'm really not familiar with PS1 emulation to be honest.I think Duckstation doesn't need plugins? epsxe fucking sucked back then and finally we have good PS1 emulation.
If I recall correctly Gonetz made Glide64 not much long after the 64 had been released (which is why it's called Glide since that was the most common graphics API back then AFAIK) and many years later he came back and made GlideN64 to address many problems that his old plugin had, it's the only one I know that balances being accurate but not too demanding. It still has some small issues with some obscure games, over the years he fixed a plethora of errors in many titles that had never been corrected with high-level emulation before, for example the specular highlights on the machines in F-Zero X (which are actually rendered using fog, believe it or notNot that I disagree, but this would bring up the issue of "Which plugins to merge?" For instance, the Mupen repository contains subprojects for five video plugins:
mupen64plus-video-arachnoid
mupen64plus-video-glide64
mupen64plus-video-glide64mk2 (for some fucking reason)
mupen64plus-video-rice
mupen64plus-video-z64
The guy that runs Mupen would have to choose one of these to merge. But here's the thing: there is a sixth video plugin that runs objectively better on my machine. I don't know why, but Gonetz's mupen64plus-video-GLideN64 plugin isn't part of the main repository, so if the mupen guy merged one of the above five, the result would run worse on my (admittedly old) machine.
I was just reading this conversation on GitHub by a frontend designer who brings up another issue with plugins: how do you design a UI when plugins not only have different parameters, but don't call them the same thing?
TL:DR, Mupen guy wants to keep a plugin spec to make Mupen as portable as possible, but it just creates headaches for devs and users alike.
Better to have them and not need them, than need them and not have them, I guess.I really need to stick to a particular game to beat though, I run into this problem where I just download and try tons of roms but don't finish them.
I really need to stick to a particular game to beat though, I run into this problem where I just download and try tons of roms but don't finish them.
Tastes change, too. I used to be ravenous for RPGs. Now I'm almost afraid to start, because that's forty hours oot the windae.When it comes to romsets, selection paralysis is very real
This problem is further compounded by the massive volume of quality rom hacks available at your disposal. Seiken Densetsu 3 for example, a game I've beaten so many times I can play it in my sleep. I'm trying out a difficulty mod that rebalanced the gameplay and changes a lot of the core elements, its called Sins of Mana and is amazing.stuff
I'm not sure what emulator you're referring to, but I think what most people mean when they say their games are ruined is because until very recently some games were outright unplayable (Star Wars: Battle for Naboo for example) or had severe graphical issues, unless you used Angrylion's plugin. Some purists will also complain that most plugins don't implement the anti-aliasing and forced blurring which is often not because it's ugly but rather because it's performance expensive. It was quite unpopular even back then since it wasn't something developers could work around, it was forced on every game, and one funny consequence of this is that the developers of Space Station Silicon Valley decided to go with the cartoony artstyle precisely because it wasn't possible to output anything more detailed without it looking blurry as hell. And yeah, I agree, 3-point texture filtering is hardly noticeable and that's why it's only used by the N64 as far as I know. It was created and patented by Nintendo but no graphics card ever adopted it.@THEY STOLE MY FORESKIN
So what am I looking at here, some texture sheering on the wall and stairs? That's it? At the same time there's a much more noticeable seam in both images.
Is this what the N64 emulator nerds are actually fretting about when they tell people they cannot use Emulator1 because it is so inaccurate and it will absolutely ruin the game? Jeez.
Oh, I thought the skewed textures were the bugged ones. The side of the stairs fit very well but the rest looks off now that I've stared at the picture.I'm not sure what emulator you're referring to, but I think what most people mean when they say their games are ruined is because until very recently some games were outright unplayable (Star Wars: Battle for Naboo for example) or had severe graphical issues, unless you used Angrylion's plugin. Some purists will also complain that most plugins don't implement the anti-aliasing and forced blurring which is often not because it's ugly but rather because it's performance expensive. It was quite unpopular even back then since it wasn't something developers could work around, it was forced on every game, and one funny consequence of this is that the developers of Space Station Silicon Valley decided to go with the cartoony artstyle precisely because it wasn't possible to output anything more detailed without it looking blurry as hell. And yeah, I agree, 3-point texture filtering is hardly noticeable and that's why it's only used by the N64 as far as I know. It was created and patented by Nintendo but no graphics card ever adopted it.
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I believe GlideN64 allows you to use other filtering methods, but if you want to have a "high-fidelity" experience you can use it. Another use case would be for custom textures since they should take into consideration 3-point which is what the 64 used. Not that it matters much because most texture packs for 64 games are really bad anyway.
Also something I want to share, OoT without texture filtering:
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Point-sampling refers to the frame buffer in the passage above and not the textures like the Zelda screens. Mixing and matching render modes is interesting.Point-Sampled Z-Buffered Rendering Modes, G_RM_ZB [compared to Antialiased Z-Buffered Rendering Modes, G_RM_AA_ZB]
The point-sampled rendering modes in Table 3 are provided for completeness. They have no significant performance advantage over the antialiased modes. These modes can be mixed and matched with any of the other rendering modes, antialiased or not, and so could be used for “special effects” within an otherwise antialiased scene. Generally speaking, point sampling looks bad, and should be avoided. [to be fair, the N64 didn't have that sharp pixel crawl and pop like the PSX]
Note: Textures can still be bilerped [bilinearly interpolated, my note], which is the only kind of antialiasing that matters in this case.
Penis Tech Tips showed off a prototype running Doom Eternal at medium settings, and it's straight up a PC that can run desktop Windows, so I figure it should be able to handle Xenia and RPCS3.How do you guys think the steamdeck will perform as an emulation platform?
This would be a trip to see, reaching the point where 360 and PS3 games are able to be played on the same PORTABLE system.I figure it should be able to handle Xenia and RPCS3.
Does duckstation require using .m3u playlists for multi-CD games like mednafen (retroarch) ? The official wiki doesn't seem to say anything about that part.Duckstation.org also has this picture on there:
View attachment 2542926
so that's enough to convince me to try it