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    Posted on 18-11-02, 04:39
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    Today somebody pointed me to the existence of Nintendo European Research & Development, who started out as Actimagine and invented the video codec used to put Spongebob videos on the GBA, and later got bought out by Nintendo. Most recently, however, they created the emulators used in the NES Classic and SNES Classic.

    The ending of the words is ALMSIVI.
    Posted on 18-11-02, 15:53 (revision 1)

    Post: #4 of 63
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    "Your post is too short to have any real meaning. Try a little harder."

    Okay fine I guess I'll contribute to the thread in a meaningful way, but let the record show that I'm doing it under protest.

    I've been really impressed with the quality of NERD's work. While I don't think the argument could be made that the S/NES MiniClassics feature anywhere near perfect emulation, it's clear they've put in a solid effort to do better than previous Nintendo outings.

    https://en.wikipedia.org/wiki/List_of_Screw_Yall
    Posted on 18-11-02, 23:56

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    Posted by Covarr

    I've been really impressed with the quality of NERD's work. While I don't think the argument could be made that the S/NES MiniClassics feature anywhere near perfect emulation, it's clear they've put in a solid effort to do better than previous Nintendo outings.

    It's clear they studied the available emulators for options, especially for canoe. Rewind and SuperFX overclocking came from Retroarch. They copied the glFinish trick to prevent buffering in the GPU. I've never seen that used aside from the Quake 3 engine and my Snes9x port (and now bsnes) and they explicitly referred to it reducing input latency.
    Posted on 18-11-03, 01:48
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    Post: #14 of 443
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    Is there a blogpost or something about the "glFinish trick" that I could read to find out more?

    The ending of the words is ALMSIVI.
    Posted on 18-11-03, 02:34

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    Posted by Screwtape
    Is there a blogpost or something about the "glFinish trick" that I could read to find out more?

    Not really. glFinish just waits until OpenGL guarantees framebuffer-complete. It’s useful because OpenGL, being asynchronous, will queue the buffer swap, but then also queue the commands that would be used to fill the buffer after the next one, creating a pseudo three-buffer swap chain. So I stick glFinish after a swap to reduce lag.

    It doesn’t affect performance as much as you’d think, because a rhythm forms after the first frame, and it makes worst-case latency the refresh interval.
    Posted on 18-11-03, 20:59
    Dinosaur

    Post: #15 of 1282
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    NERD official homepage

    Apparently they've also came up with the NDS emulator used on the Wii U.

    Oh, they're hiring! - look at their coding challenges.

    Licensed Pirate® since 2006, 100% Buttcoin™-free, enemy of All Things JavaScript™
    Posted on 18-11-08, 21:33

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    Posted by tomman
    NERD official homepage

    Apparently they've also came up with the NDS emulator used on the Wii U.

    Oh, they're hiring! - look at their coding challenges.

    I looked at their coding challenge. The middle feedback part I was able to easily reverse using linear combinations and gaussian elimination. The 512-entry lookup table is another matter. It's not 1-1, so either some of the entries must be invalidated or it has to be brute-forced. Naming the function "forward" implies there's a "backward" operation, but based on the job qualifications above it, it might be intended to be solved with machine learning.
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