![]() If somebody wants to find out how some feature of the SNES works, in higan there's exactly one piece of code, while in bsnes there's often two pieces of code that do similar things in different ways (a fast way and a slow way). But just some help with the initial setup and a view helpful answers would be great. If someone would join the project to contribute GPU optimizations that would be awesome. I doubt there is any other way to get more usable PERFORMANCE. I appreciate you contributing and spreading the word.Īnd, sorry for going on about this: If anyone can ASSIST me in at least getting started with porting parts of the C++ code to SHADERS, PLEASE contact me here or on GitHub. Thanks everyone who reported issues, made suggestions, made videos, posted. I expect to get back to that at the end of September. I will still keep an eye on things, but not invest time in coding or research. However, before going for the next beta, I will take a break, to take care of some stuff I neglected due to my work on bsnes-hd. I have a list of stuff, but always feel free to request if your idea looks to be in the scope of bsnes-hd. Merging byuus latest changes from bsnes is my first priority for the next beta, before going for further features and research. ![]() Screenshots and savestates would be much appreciated. Please let me know what works good and what does not. You can set "1" or higher values to give it a try. This is considered a preview, as the top and bottom edges of such effects still look SD and therefore stand out. preview: Smooth (high resolution) Window effects, like shadows or spells.So you can go for true 4K with the right combination of settings and really good hardware. HD and super sampling scale up to 10x.Also manually editing the config file now allows for wider widescreen, but it still crashes due to too high combinations. All combinations available in the settings dialog now work. Fixed crashes on combined high scale and widescreen settings.Colors are upconverted from RGB 555 to 888 early, before any further processing. True color processing for all color operations.Enabled by default, on medium setting "4". This is noticeable in many games with Mode 7 perspectives, often in the top/distant part, which often fades to black or another color. This combines the new true color support and high resolution smoothing of HDMA effects to turn approximations of gradients into real ones. ![]() Smooth (true color, high resolution) gradients for color math from fixed color, e.g.Join us at /r/EmuDev Android Emulator accuracy tests:Īre you an emulator developer? Send the moderators a message if you'd like a user flair reflecting that. ![]() Game recommendations: /v/'s Recommended Games Wiki r/SBCGaming - Single Board Computer Gaming (Raspberry Pi, etc) r/EmulationOnPC - For PC and Mac emulation troubleshooting and support r/EmulationOnAndroid - Android emulation and troubleshooting General Computers Handhelds Consoles Nintendo Browse All FAQ Discussion Links Posts asking which games are playable/what the emulator is called/where to get it will be removed.
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