Author Topic: LLE AND HLE plugin  (Read 2743 times)

Offline kkaalldd

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LLE AND HLE plugin
« on: January 01, 2015, 04:40:44 AM »
what is the difference between LLE AND HLE
and when mupen64 ae support

Some information about this

newbielink:http://gliden64.blogspot.ru/2014/11/lle-is-here.html?m=1 [nonactive]

Offline Paul

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Re: LLE AND HLE plugin
« Reply #1 on: January 01, 2015, 05:00:48 AM »
From an end-user perspective, the main difference is that you trade some inaccuracies in HLE for slower speeds in LLE.  On mobile hardware, you tend to want to ere on the side of speed, though..

EDIT:  From an earlier blog:

Quote from: gonetz
HLE pros:

    Tremendous speed increase in compare with traditional emulation


HLE cons

    If there are several version of the common library, each version must be implemented separately
    If a game uses unknown version of the library, it canít be run
    Errors and incompleteness in library implementation cause various glitches


LLE pros:

    Being implemented once it will work for all software.


LLE cons:

    Requires much more computational resources than HLE.
« Last Edit: January 01, 2015, 05:44:25 AM by Paul »
Device: Samsung Galaxy Nexus i515
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GPU: PowerVR SGX540, 307 MHz
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Offline Paul

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Re: LLE AND HLE plugin
« Reply #2 on: January 01, 2015, 05:02:41 AM »
As far as when Mupen64Plus AE will support an LLE video plugin, presumably if this option is built into GlideN64, then it will be available whenever gonetz gets to porting it to Android.  No definitive time-line on that at this point though.

EDIT: To get an idea of where we are at in gonetz' original roadmap he published on Indiegogo back in August:

Quote from: gonetz
...
January 2015:

    Establish a GitHub repository for the source code.

    Go live!


Everything mentioned above can be accomplished if necessary fund is collected. What if more is collected? In this case I will be able to continue the project with full efforts:

    If 8,000 USD are collected I will be able to complete the Android port. The current Android build works quite slow and has many glitches which desktop builds have not. Android debugging is a tedious process, plus some investment in Android devices with different graphics chips may be necessary.
...

From that I gather he will likely begin work on the Android port within the next month if everything is on track.  That of course doesn't really tell you how long it will take.. I'll keep everyone in the loop as more information comes out about it.


EDIT #2:

FWIW, from an earlier post on the official forums in October (I haven't seen whether this early delay has since been made up, so take this for what its worth..  From my own experience these types of time-lines are very difficult to accurately predict)

Quote from: 'admin'
Hello,

We have one month delay compared to our initial planning so [the first weekly build] will be end of this month.


EDIT #3

I should point out, that support for this protocol in Mupen64Plus AE would of course also depend on support in vanilla Mupen64Plus (since we are using the same core).  If not, then any timelines for availability in AE would be entirely contingent on core development required to support it.  The upstream devs would be better equipped to answer that.
« Last Edit: January 01, 2015, 05:44:42 AM by Paul »
Device: Samsung Galaxy Nexus i515
CPU: TI OMAP4460, 1.2 GHz (dual core, ARM Cortex-A9)
GPU: PowerVR SGX540, 307 MHz
RAM: 1 GB
Resolution: 720 x 1280
Rom: omni-4.4.4-20141014-toro-FML KitKat 4.4.4, rooted

Device: Eee PC 1015PEM
CPU: Intel Atom N550, 1.5 GHz (dual core, x86)
GPU: Intel GMA 3150, 200 MHz (dual core)
RAM: 2GB
Resolution: 1024 x 600
Rom: android-x86-4.3-20130725 Jelly Bean 4.3, rooted