Post #3434661
2025-08-31 02:34 UTC
Alright, the 2 bsnes patches I was carrying have landed upstream now, so no more stacking branches.
I also adjusted GLideN64 settings to look a bit more like ParaLLEl-RDP does. I'm still not sure what to do here - I'd really like to default to ParaLLEl, but it's just not fast enough on iGPUs...
GLideN64 is fast enough, but has annoying issues, like the lack of interlacing support. Still, it's a bit more viable now ig.
I'm also still trying to find a better/faster CRT filter. I ported zfast_crt_geom (one of the fastest filters in libretro slang-shaders repo), and... nope, still not fast enough for ParaLLEl+NTSC.
So... yeah, no point in trying to find a faster filter, nothing would be enough here. Maybe I should just disable ParaLLEl-RDP on Intel GPUs...
This is messy because unlike... any other emulator that I have integrated, really? here the difference is pretty drastic, so it's not as clear cut as with, say, bsnes where using ppu-fast is a no-brainer (except with the select few games that don't work with it and use the slower accurate renderer instead)
Replies (1)
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@alice@mk.nyaa.place 2025-09-02 02:35
More small steps towards input remapping: mappings can now be loaded from home. So technically it already works, even tho there's no UI yet. The paths can be: - per-game, e.g.: ~/.var/app/app.drey.Highscore.Devel/data/highscore/mappings/nes-f4095791987351be68674a9355b266bc/nes.mapping (overriding nes controller for NES TLoZ) - global per-controller, e.g.: ~/.var/app/app.drey.Highscore.Devel/data/highscore/mappings/global/nes.mapping (overriding it for all games using nes controller)