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Messages - Kris

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General Discussion / Re: Glide GL ES 2.0 Port (WIP)
« on: July 15, 2013, 11:41:31 AM »
Box art like SuperGNES would be cool, but two questions:
 - Copyright issues?
 - Source for the cover art?
I've thought about doing some interface work like boxart and screenshots of savestates and hope to work on these at some stage. In the port for the touchpad I allowed boxart if the user downloaded it by themselves. I linked to the boxart for daedalusx64 which was good quality and complete.

General Discussion / Re: Glide GL ES 2.0 Port (WIP)
« on: July 07, 2013, 04:53:53 PM »
Resurrecting this thread.  I just added the auto-frameskip feature to the glide plugin.  It's the same frameskip logic used by gles2n64.  It makes a HUGE difference on my devices - no audio stutter, in-game clocks are accurate, and the frameskips are hardly noticeable.  A lot of games that weren't playable before are now very playable.

Good work on the frameskip, I'll try it out soon. I was hesitant to do it like that as the target framerate is not as simple as pal = 25, ntsc = 30 and I couldn't find whatever info file had the correct framerates. But as it's an option it's not such a problem.

Maybe the files (ticks & frameskip) could be merged and simplified as the logic isn't that complex.

Support / Re: Paper Mario Problems S4 and gles2glide64
« on: May 30, 2013, 05:02:28 PM »
This is due to dither/noise not working correctly in the android version. It's not due to any recent changes and it should be fixed in the next release.

Support / Re: Paper Mario Problems S4 and gles2glide64
« on: May 30, 2013, 08:20:39 AM »
I'll have a look,  this probably got introduced recently.

General Discussion / Re: Glide GL ES 2.0 Port (WIP)
« on: May 23, 2013, 11:42:20 PM »
Looks the right place for the skip , course it just halves the frames drawn at the moment. To only skip when necessary the main hurdle is that different games have different target framerates, it shouldn't be too much of an issue I'll look later.

General Discussion / Re: Glide GL ES 2.0 Port (WIP)
« on: May 21, 2013, 07:44:14 PM »
It worked in the one with changeable bias factor values and no 24bit z-buffering. Currently using the latest From the gles2glide64 tests thread. A lot of textures have a square around them like the dust near mario's feet in this picture:
I can confirm this problem. Originally I thought the issue was similar to how the clouds on Lakitu are squareish but in paper mario it is more serious and I understand the regression.

Edit: Pushed a fix, if you notice any other differences after you've tried it please let us know. Thanks for the info and the savestate made it much easier to identify too.

General Discussion / Re: Preparation for version 2.3 release
« on: May 21, 2013, 06:08:30 PM »
Good news about the performance fix on those problem devices.
Feel free to integrate glide into the master branch if you are happy with it. Next I might give high res textures a look and do some profiling to see what to optimize.

General Discussion / Re: Glide GL ES 2.0 Port (WIP)
« on: May 21, 2013, 07:48:51 AM »
Is it possible to add the option to enable 'frame buffer read always'? Ive tried enabling it in the .INI but it still doesn't work in the emulator

You need to change the setting in the [DEFAULT] section not [SETTINGS], game specific ones should also work.

General Discussion / Re: Gles2glide64 Tests
« on: May 18, 2013, 05:54:30 PM »
Thanks for the info Evil King Stan, the regression in Oot that didn't happen in the bias factor test is interesting as the rendering code changed quite a bit. I had a look at the drawbridge but it was not missing like your screenshot, anymore info or has anyone else experienced this?

I've read about problems with glide and alpha textures before it seems to happen in mario64 too. I think the texture loading routines can be compared to the other plugins to fix this.

General Discussion / Re: Silent collection of device info
« on: May 17, 2013, 07:56:07 PM »
GL info is on formerly

General Discussion / Re: Glide GL ES 2.0 Port (WIP)
« on: May 17, 2013, 08:40:14 AM »
I'll have to give the stretch option a test on my phone.

I will have a look at implementing a frameskip it shouldn't be too complex, I think the other plugins use a similar approach where you just skip processing the displaylist when lagging.

There are some other areas that could be altered to help with performance too.

One thing I noticed a while back was it seemed the optimization flags were set for CFLAGS instead of CXXFLAGS which from what I've read would ignore c++ files, this may affect other modules too. There may be other possible improvements relating to the compiler as well.

General Discussion / Re: Glide GL ES 2.0 Port (WIP)
« on: May 15, 2013, 06:41:38 PM »
I pushed the vertex buffer changes. Quite a bit of code changed this time I hope it didn't cause any new issues.

If anyone is able to get some rough fps numbers before and after for various devices it would be nice to see.

General Discussion / Re: Glide64 Bias Factor Test
« on: May 15, 2013, 03:42:00 PM »
Doing it that way should work ok. I didn't do that as it pc version has code to find a single value and thought it might cause problems in other games.

The vertex buffer changes are working well in mario with a speedup but it looks like I need to do a bit more debugging with other titles.

General Discussion / Re: Glide64 Bias Factor Test
« on: May 15, 2013, 11:20:55 AM »
Those were the first values I tried and they didn't work for me. When they work for you is that with any of the other changes ie 24bit zbuffer?

The vertex buffer improvements I've mentioned should be committed in a few hours so I think we can sort out a release, if people have flickering we know what values to use now anyway.

General Discussion / Re: Glide GL ES 2.0 Port (WIP)
« on: May 09, 2013, 11:54:30 AM »
So where do we stand with this?  What are the remaining things left to do before we merge this to master? I think it would be ok to merge as long as we are feature-complete, even if performance isn't yet up to where we'd like.  I think most of the remaining things relate to wiring up the configuration stuff to the front-end, e.g.
 - making stretch-screen option work
 - exposing any glide-specific options to the front-end

Anything else?  Any show-stopper bugs we still need to fix?
I have been working on improving the triangle batching and got some good results, (3x to 4x reduction in draw calls) which gives a few more fps however there is a gfx issue I need to fix before it's ready.
I have no objections with it being made more widely available but I think there may be lots of questions about texture packs and maybe performance, also I don't know if we're finished with the depth buffer tweaks.
Most users probably don't need to change the settings so leaving them in the cfg files would be my preference.
However screen stretching would be useful to have, I tend to test on a device with 4:3 screen so that's kind of why rice has glitchy borders. Hope to make some progress over the next few days.

Not really major but occasionally when loading a game, certain textures go funky. A reload fixes it. (E.g. gray moving lines instead of a stone texture)
I've seen problems with framebuffer textures and save states (usually green and blue noise) but I don't know if you are referring to something else here.

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