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Messages - retroben

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1
Support / Re: 8fps in fz at full hd normal?
« on: February 16, 2017, 12:43:05 PM »
Adreno hates high resolutions more than most other chipset brands.

GLideN64 has been known (at least by me) to have overheat risks,as my Shield TV would get hot on more extreme settings with it.
I haven't tried the cutting edge latest update for any differences,mainly because I am waiting for bigger changes,provided GLideN64 gets a significant update in the next few weeks or so.

2
Support / Re: 8fps in fz at full hd normal?
« on: February 15, 2017, 07:31:35 PM »
Its a mix of Adreno and possibly GLideN64 which likes to cause horrendous performance the more accurate it gets.
It even brings a Shield TV down to its knees in some cases.

You'd have to enable legacy blending in a profile for better performance and possibly disable depth buffering and a few other very demanding things if they are also enabled.

Hopefully GLideN64 can eventually get the optimizations it deserves and start running much faster with a lower impact on the cpu and gpu.

If anyone capable could attempt a good port of it to Vulkan,it may perform better on the devices with non-broken Vulkan drivers.

3
Support / Re: Where to get the latest .apk builds?
« on: February 15, 2017, 01:23:14 PM »
Its more about the PITA of getting all of the building resources and making sure everything is set up correctly,not so much for laziness,it can be hard to do for some apps/programs.
Even then,you'd likely need a PC to compile it,if not,it would still be a chore to get the resources cluttering the Android device you want to run it on or use as a pawn to make a build for another device.

A build-bot just for FZ Edition may be too costly unless maybe Paul cleans up the current regular "Auto Builds" section for it,if it doesn't fail again several times due to crazy issues that won't stop happening.

4
Theory and Discussion / Re: What is ARTUR?
« on: November 11, 2016, 02:27:03 PM »
Also remember that we have two brains with the left and right brain doing their specific purposes in performing unique tasks for each section and motor skills among other things.

*Kzzrt* Why was I programmed for pain!? *Kzzrt* ;D

5
Theory and Discussion / Re: What is ARTUR?
« on: October 31, 2016, 11:51:58 PM »
This is way above my pay grade. Having said that, code can't learn, as far as I know. All it can do is what it was told to do. Nothing more and nothing less. Is there truly a way to create something that once created, can then act and change on its own?  Maybe to a point, but the creator can never take every possibility know to exist into account before it was ever imagined. The author is what's holding things back. :)

What if the thing you told it to do resulted in arbitrary code execution in such a complex way that it began to formulate into an artificially sentient being that could eventually do it all and much more?  :P

@Paul: Don't forget about the sub-conscious part of the brain which is very highly intelligent and knowledgeable but not utilized much,as the result of being fully utilized would be a large strain on our bodies and the brain's energy consumption would increase exponentially.
If we could suddenly switch on and use that sub-conscious part fully,we could possibly die very soon from the energy required to sustain that heightened sense of understanding or at least require much more food packed with all of the necessary vitamins for sustenance.

Still waiting on scienctists to discover a way to unlock the sub-conscious mind of someone to see what it results in.

6
Support / Re: GlideN64 Vs GlideN64
« on: October 20, 2016, 03:28:10 PM »
This is where having a Vulkan variant would be very useful for matching desktop quality on non-Nvidia Android devices capable of using Vulkan,not to mention also having a performance boost if optimized properly.
Currently,Dolphin Emu Android can render pretty much identically to the desktop GL standards as the Twilight Princess map glitch is no longer an issue and likely other issues have been fixed as well.

From an earlier test on Windows,GLideN64 at 640x480 is now faster than Glide64 (Final 2012) with accuracy for Super Smash Bros. with 100's for GLideN64 while Glide64 slows down to 80's in fps,but GLideN64 is still in a more accurate condition with better speed,even with ColorToRDRAM on the slower but smoother "Sync" mode.
(settings for Glide64 altered to enable results screen image at the cost of some performance)

GLideN64's Asynced color causes frame drops everywhere but makes things run much faster.

7
General Discussion / Re: 3.0 Alpha Testing
« on: August 03, 2016, 10:38:03 PM »
Enabled codes stay enabled between updates,so it happens because they are still checked and the positions are re-arranged,so it makes the enabled positions end up off-set from their original spots.

8
General Discussion / Re: 3.0 Alpha Testing
« on: August 02, 2016, 10:04:39 PM »
;D
No Frameskip (60fps)
8007913F 0001

It makes it indeed run at 60fps but not without its issues making much of the missions unplayable,so its only good for a mostly complete game where all of the cutscenes have played out,but its still really great for messing around with other Gameshark codes to do various extra things for added fun.

There's also a couple other codes that make it even stronger such as the "lag fix" address which messes up the JiggyWiggy Challenge timer and another code that forces it to not drop frames if any slowdowns do occur without using the lagfix code.

Lagfix
8003F4F2 000D

Smoother Framerates
800154E3 0001

Enjoy!

Edit: Go to manage cheats,add new or advanced cheat,enter them in the correct fields,then hit OK when done entering each code,it saves automatically after exiting the cheat manager,then you enable that cheat in the list with its checkbox.

Warning: there is a bug when updating that cause the wrong cheats to be enabled which could cause unwanted results.

Edit2: Yeah,please fzurita,try to get this issue fixed,its why I ended up with Chunky Kong having infinite coins,spoiling it when I collected another one and saw that I had hundreds,other much worse things could happen if certain cheats become enabled such as trashing a save file with the item codes for both Zelda games.

9
General Discussion / Re: 3.0 Alpha Testing
« on: August 01, 2016, 01:41:14 PM »
There's a problem in your plan for porting Angrylion.
I can't get that plugin to ever run on RetroArch regardless of my settings,it just causes hanging on my end.
The LLE mode may ironically be missing on Android despite the plugin being selectable and CXD4 running fine on its own.

Edit: Just tried it again and it still refuses to work,SM64 was the game I tried for maximum compatibility.

10
General Discussion / Re: 3.0 Alpha Testing
« on: July 31, 2016, 01:02:14 PM »
Edit: Play Store version BTW before the choice of single thread SLES.
Found something that causes dreadful frame-drops at least on GLideN64 with Banjo-Tooie! 8o Just set SLES to synced smallest buffer size and count (128 size and 2 buffers) and try 800154E3 0001 8003F4F2 000D 8007913F 0001 with the following GLideN64 profile settings for best performance...

Legacy Blending=on
Noise,LOD,LightingPerPixel=off (or LOD on might be faster)
Framebuffer=on (needed for textures)
Color to RDRAM=off (faster from less of a load to deal with such as effects and zoomed egg shots)
Depth Buffer=off

Just move the camera around and it drops frames like crazy. Also try to get into an area with the fastest performance so it doesn't cause slowdowns,such as the Jinjo Village corner with the sand,against the wall for much less level polygon drawing which reaches 200% speed (120fps/120VI) for me on fast forward.

Smooth 60fps Hack "Banjo-Tooie (U)"
800154E3 0001
8003F4F2 000D
8007913F 0001
Prevents CountPerOp frame chops and prevents the slowdown then forces 60fps to ensure max smoothness.

Edit2: Buffer settings don't matter,it still drops frames all the same at 2048 and 50 for maximum buffers when synced,and even still desyncs by a lot with that enabled.

Edit3: Guessing LLE doesn't have Vulkan for obvious reasons,hope it can be figured out and run tremendously fast.

11
General Discussion / Re: 3.0 Alpha Testing
« on: July 31, 2016, 12:15:05 PM »
Great to see another tester and finally the option to disable threaded on SLES for more customization,maybe that will fix the erratic pacing where music speeds up and slows down even with no lost fps,Zelda Ocarina is mostly apparent with this issue causing music to turbo occasionally.

I really need to push myself to get the Play Store copy now so I can stay up to date with less trouble for ya,fzurita.
Edit: I left a (5 star) silly review for you to enjoy.

12
Support / Re: Low FPS on Mupen64+
« on: July 25, 2016, 10:53:48 PM »
That would be great because N64oid's Rice is REALLY well polished for speed and visual accuracy,even for how old it is,just compare the two running Smash64 ,unless that issue in AE got fixed.

13
Support / Re: Low FPS on Mupen64+
« on: June 25, 2016, 11:18:26 AM »
Anything else unique I could also test that build for? :-\

Also,LOL 420th post! ;D

14
Support / Re: Zelda MM and OOT Glitches
« on: June 24, 2016, 11:14:51 PM »
Yeah,depth buffer emulation is needed,but is slow in and of itself and also the later updates via fzurita's builds since the auto builds went down,there is a software depth buffer option but despite being much faster,everything runs slower because of issues in later GLideN64 updates causing terrible bottlenecking within the plugin itself,at least when used on Nvidia devices for some odd reason.

Even after I nearly maxed out settings on the later build it still ran about the same fps as using the minimal amount of features.
Though using smaller resolution makes it faster while it still personally runs too slow as it still dips pretty badly in some spots.

Let's just say the file select in OOT slows down to 51-54fps out of 60fps,kinda sad speed for something so simple looking to render.

15
General Discussion / Re: Bad luck..
« on: June 20, 2016, 03:30:49 PM »
Oh well then,don't matter as much for anything that can use the EGL variant anyway,but you made great lengths for non-Nvidia performance boosts,still makes the ES 3.x variants very limited with missing support for various features.
If 3.2 can be used for the handful of device drivers shipping it,maybe a bunch of missing features will then work such as full support for near-plane clipping and proper depth compare.

Please inform me ASAP when you have something ready to test.

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