hunterk |
Posted on 19-04-11, 02:16 in What makes speculative execution in emulators impossible?
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Post: #21 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
Posted by byuuIt's even worse than that, isn't it? That is, equivalent processing power *per thread/core*? Last time I tried it, at least, it was hitting like 4 cores each as hard as higan. |
hunterk |
Posted on 19-04-16, 20:57 in SNES HD mode 7
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Post: #22 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
I think having a pre-set super-sampling option is a slam dunk. That will allow people using CRT shaders to not need a pre-pass that sets the original res. Re: res-cap, you get diminishing returns with each jump, and I think there's some hoodoo about nyquist that mathematically says there's no point beyond ~16x (and barely so at 8x). HQx/xBR would be great, but it doesn't store the texture as one big image, does it? If not, those algos are going to have problems at the seams. It's not the worst thing ever, but you'll see it. Fixing the distortions seems like a good plan to me. |
hunterk |
Posted on 19-04-17, 15:40 in SNES HD mode 7
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Post: #23 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
If anyone is interested, I just ported over hyllian's Super-8xBR-3D-6p shader, which should smooth out pixels that have been upscaled by 8x (that is, the stuff that's *not* hires mode7). It's in the quark shader repo. I haven't actually tested it with any mode7 stuff, just verified that it compiles properly and smooths out an 8x scaled image (tested via aliaspider's shader test program), so if anyone tries it, I'd be interested in seeing screenshots :) |
hunterk |
Posted on 19-04-17, 19:21 in SNES HD mode 7 (revision 1)
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Post: #24 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
Ok, I just pushed up a 4x version you can try, if you like :) However, it's possible I'm misunderstanding how it works altogether. For anyone who knows: what size is the final framebuffer that's coming out? it's not still 512x480, is it? That is, is it scaling up with the mode7? |
hunterk |
Posted on 19-04-23, 15:48 in SNES HD mode 7
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Post: #25 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
I just pushed up a variant of the super-xbr-3d shaders that combines the 2x and 4x versions into one and should react to resolution changes with the appropriate codepath. It's called super-multi-xbr-3d. Let me know how it goes :) |
hunterk |
Posted on 19-05-19, 13:22 in Bsnes v.107.1 release: is it possible to use shaders?
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Post: #26 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
Does bsnes share higan's "all high res all the time" behavior? Because that can have an effect on how blurry the image appears, as well. |
hunterk |
Posted on 19-06-28, 22:58 in Ubuntu: x86_32 is dead because WE SAY SO!
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Post: #27 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
Posted by BearOsoIt's also really tough to get help with questions/issues/problems for snap packing. I've asked stuff on their forums and IRC and get little or no response. |
hunterk |
Posted on 19-07-01, 20:00 in Fighting and versus games thread
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Post: #28 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
that new arcsys game looks pretty cool with the cooldowns on special moves. I never got to play that game from s. Killian that worked like that. Rising Thunder or whatever it was called...? |
hunterk |
Posted on 19-07-11, 18:03 in Help finding the best PS/2 to USB converter
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Post: #29 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
If you're wanting to use a very old keyboard, such as an IBM Model M, everyone used to recommend the "blue cube" but that one doesn't seem to exist anymore. This one appears to be the new hotness: https://www.amazon.com/HENGSHENG-Adapter-Keyboard-Mouse-Converter/dp/B016BE8BGI/ |
hunterk |
Posted on 19-07-17, 19:03 in Heads up: higan and bsnes repositories have moved
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Post: #30 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
That's great news. Thanks for all of your work on maintaining the unofficial repos these years! |
hunterk |
Posted on 19-07-20, 14:12 in Games You Played Today REVENGEANCE
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Post: #31 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
>this raises some questions about how demon castle bureaucracy works I'd be up for a Papers, Please-style game set in the Castlevania universe where you play a low-level demon bureaucrat tasked with preventing vampire hunters et al from sneaking into the castle's inner sanctum via forged documents while not impeding "legitimate" castle ... business. |
hunterk |
Posted on 19-07-22, 14:15 in Ternary chips incoming?
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Post: #32 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
I figured this would be up Screwtape's alley: https://www.zdnet.com/article/korean-researchers-develop-ternary-semiconductor-tech/ Seems to me that balanced ternary (-1, 0, 1) would be more useful than unbalanced (0, 1, 2), but I'm not an expert on this stuff. |
hunterk |
Posted on 19-07-25, 01:44 in Games You Played Today REVENGEANCE
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Post: #33 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
Posted by BrosephThere was some crowd-powered thing where anyone can play through a game to help map out all of the stuff that needs to be hooked up to the chip, which the author suggested makes SA1 conversions into a couple-of-weeks task instead of a couple-of-months one. Someone in the thread suggested running a bunch of 100% TASes to easily and automatically map the games, but I doubt anything ever came of that (or the mapping project, in general). |
hunterk |
Posted on 19-07-26, 00:22 in Resolutions of consoles
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Post: #34 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
Wikipedia says 256x192: https://en.wikipedia.org/wiki/Master_System#Technical_specifications |
hunterk |
Posted on 19-07-26, 19:23 in Ubuntu: x86_32 is dead because WE SAY SO!
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Post: #35 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
Posted by tommanThat was my first thought when I heard about this. Based on my experience with gentoo, even crazy-specific CFLAG hokey pokey will typically only get you a few percent improvement on most workloads anyway. They should identify the few packages that actually benefit and offer those in AVX2-only flavors alongside the generic builds. |
hunterk |
Posted on 19-08-02, 13:49 in Fighting and versus games thread
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Post: #36 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
Honda's the only one of the 3 that I give a shit about, but I like Poison's hair better in this one. I'm looking forward to Samurai Shodown. I haven't seen any high-level play from it yet, so I'm curious to see what shakes out. >Under Night In-Birth Exe:Late[st] This game looks painfully boring... |
hunterk |
Posted on 19-08-02, 18:44 in Retroarch's (controller) interface is an bad abstraction
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Post: #37 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
I have the opposite issue. I want all games to describe buttons by their Nintendo-sanctioned names. I always screw up quicktime events in xbawks games because they tell me to press 'X' and I start jamming on the top button. |
hunterk |
Posted on 19-08-04, 02:42 in Fighting and versus games thread
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Post: #38 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
Infiltration just ran through Samsho Grand Finals. Seems half of top 8 was half Genjiro... |
hunterk |
Posted on 19-08-04, 23:31 in Fighting and versus games thread
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Post: #39 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
daaaang, yeah, that was a good match. It's crazy how much damage those black-and-white mega attacks do. Valle was still at like 80% :O |
hunterk |
Posted on 19-08-12, 23:03 in Retroarch's (controller) interface is an bad abstraction (revision 1)
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Post: #40 of 60
Since: 10-29-18 Last post: 1645 days Last view: 1566 days |
Posted by KoiMaxxI just assumed it was to prioritize analog control for the left hand. That is, if you hold it in your hands, your thumbs rest on the left analog and the 4 face buttons, so that's how games should be designed for players to interact with them (and many/most do/did, aside from 2-stick shooters). Similarly, I've always figured--but never seen anything to corroborate this--that the Gamecube controller was designed as it is to encourage designers to have a single main action that gets mapped to the big A button and then use the other surrounding buttons for secondary/helper functions. |