Author Topic: GlideN64 Vs GlideN64  (Read 2209 times)

Offline Tommy78

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GlideN64 Vs GlideN64
« on: October 20, 2016, 07:30:42 AM »
My device supports GLES 3.0. Is there any real benefit to using this over 2.0?

Offline Tommy78

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Re: GlideN64 Vs GlideN64
« Reply #1 on: October 20, 2016, 09:00:24 AM »
Yeah, GLES 3.0 Vs 2.0.

I guess I should have been more clear as I only expected FZ to respond. I understand generally how this works, I was more asking about the implementation currently with the emulator.

Offline fzurita

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Re: GlideN64 Vs GlideN64
« Reply #2 on: October 20, 2016, 10:13:12 AM »
There are benefits to using GLideN64 3.0 over 2.0. Performance wise they will be close to the same, but GLideN64 can emulate more of the N64 graphics.

Things that are only supported in GLideN64-GLES-3.0:
LOD emulation (Mario 64 peach to bowser painting transition)
Per pixel lighting (More accurate lighting)
Fragment base depth (fixes things like pilotwings shadows)
N64 Depth compare (Different depth emulation approach, it helps a couple of games, can't remember which though)

For the GLideN64-GLES-3.1 you get image textures, which help games like Beetle adventure racing.

Offline retroben

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Re: GlideN64 Vs GlideN64
« Reply #3 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.