No | Text |
1 | How to install and set it up (2) |
2 | Explanation of core options |
3 | Managing expectations |
4 | Known issues |
5 | Highlights (3) |
6 | Changelog (3) |
7 | Requirements |
8 | What’s new since the old parallel rdp? |
9 | Progress and development in n64 emulation over the past decade |
10 | Where does that leave us? |
11 | Benchmarks |
12 | Faq |
No | Text |
1 | Main concepts |
2 | Modifying rasterization rules |
3 | Modifying varying interpolation |
4 | Workarounds |
5 | Conclusion (2) |
6 | Changes |
7 | Crop overscan added |
8 | Will launch on windows first (linux later) |
9 | 10 cores available on launch day |
10 | Differences between regular retroarch and steam version |
11 | Requirements/availability |
12 | How to get it |
13 | Explanation of core options |
14 | How to make it work |
15 | Screenshots (3) |
16 | Future |
17 | Parallel rdp upscaling (2) |
18 | Won’t be done – where hle wins |
19 | Where lle wins |
20 | Videos |
21 | Coming to mupen64plus next soon |
22 | Future blog posts |
23 | Parallel rdp will be coming to mupen64plus next soon |
24 | So where is it? |
25 | How to install and set it up |
26 | ıntel igpu |
27 | Android |
28 | Rendering bug fixes |
29 | ımproving compatibility with more vulkan drivers |
30 | Fixing various performance issues |
31 | Add option to sort playlists after name truncation (ozone) |
32 | Localization – big updates and crowdsourced |
33 | ımproved shader preset dirs |
34 | ınput remapping fixes |
35 | Retroarch wiiu: gamepad hotplugging support, theoretical multi-gamepad support |
36 | Retroarch p2 – new sdk/toolchain – big improvements |
37 | How to update your cores in retroarch (2) |
38 | Final burn neo (2) |
39 | Flycast (2) |
40 | Dosbox core |
41 | Dosbox svn |
42 | Beetle psx (2) |
43 | Mupen64plus next |
44 | Yabause |
45 | Kronos |
46 | Pcsx rearmed |
47 | Lrmame 2003 |
48 | Lrmame 2003 plus |
49 | Lrmame 2010 |
50 | Dolphin |
51 | Parallel n64 |
52 | O2em |
53 | Opera |
54 | Virtualjaguar |
55 | Xrick |
56 | Vitaquake 2 |
57 | Vitaquake 3 |
58 | Mgba |
59 | Quicknes |
60 | Fceumm (2) |
61 | 2048 |
62 | Picodrive (2) |
63 | Snes9x 2010 |
64 | Prboom |
65 | Vecx |
66 | Neocd |
67 | Pocketcdg (2) |
68 | Freechaf |
69 | Ecwolf (2) |
70 | Uae4arm |
71 | P-uae (2) |
72 | Vıce (2) |
73 | Frodo (2) |
74 | Quasi88 |
75 | Nestopia |
76 | Uzem |
77 | Gme (2) |
78 | Cap32 / caprice |
79 | Crocods |
80 | Bluemsx (2) |
81 | Meowpc98 |
82 | Np2kai |
83 | Bk emulator |
84 | Fuse |
85 | Lutro (2) |
86 | Px68k |
87 | Craft |
88 | Mr. boom (2) |
89 | Xmil |
90 | Atari800 |
91 | Sms plus gx |
92 | Race |
93 | Tgb dual |
94 | Freeıntv |
95 | Tyrquake |
96 | Lrmame (2) |
97 | Theodore |
98 | Gpsp (2) |
99 | Netplay bugfixes |
100 | New desktop-style playlist view mode for materialuı |
101 | Disable ‘use global core options file’ by default |
102 | Don’t perform unnecessary cheevos initialisation when cheevos are disabled |
103 | Cheevos: option to start a session with all achievements active |
104 | Fallback directories for shader presets |
105 | Some other noteworthy things |
106 | Why? |
107 | Chasing bit-exactness |
108 | The importance of dumping formats |
109 | Compatibility |
110 | ımplementation techniques |
111 | Performance |
112 | Road-map for future improvement |
113 | Esoteric use cases? |
114 | State of hle emulation |
115 | State of lle emulation |
116 | Core option explanations |
117 | Psl1ght playstation3 port |
118 | İos/tvos – fix audio getting cut off on interruption |
119 | Opengl core – slang shader improvements |
120 | Only write config files to disk when parameters change |
121 | Playlist compression |
122 | Sram compression |
123 | Savestate compression |
124 | (manual content scanner/playlist cleaner) prevent redundant playlist entries when handling m3u content |
125 | ımproved handling of ‘broken’ playlists |
126 | (playlist management) add optional per-playlist alphabetical sorting |
127 | Ozone |
128 | Ozone menu – mouse/touch input fixes |
129 | (rguı) enable automatic menu size reduction when running at low resolutions (down to 256×192) |
130 | Menu – widget and font improvements |
131 | Content scanner was unable to identify games from chd images on android builds |
132 | Vitaquake 2 |
133 | Hatari |
134 | Atari 800 |
135 | Dosbox core |
136 | Dosbox svn |
137 | Chailove |
138 | Hbmame |
139 | Prboom |
140 | Melonds |
141 | Sc***mvm |
142 | The powder toy |
143 | Vba-m |
144 | Px68k |
145 | Posts navigation |
No | Text |
1 | Primary menu |
2 | Recent posts |
3 | Recent comments |
4 | Libretro |
5 | Parallel-rdp – how the upscaled rendering works |
6 | Unified memory architecture – fully accurate frame buffer behavior |
7 | Rasterization at sub-pixel precision |
8 | ınstancing rdram |
9 | Upscaled vı interface |
10 | Using lod for clever hackery |
11 | Sprite rendering / tex_rect |
12 | Parallel rdp updates |
13 | Steam launch lineup revealed |
14 | Beetle psx hw – experimental texture replacement now available! |
15 | Parallel n64 – low-level rdp upscaling is finally here! |
16 | Coming soon – parallel n64 rdp – resolution upscaling! (video demonstration) |
17 | Parallel n64 rdp – android support and ıntel igpu improvements – what you should know (and what to expect) |
18 | What you should do for optimum performance right now: |
19 | Performance (2) |
20 | What you should do for optimum performance right now: turn vsync off. go to settings -> video -> synchronization, and make sure that ‘vertical sync (vsync)’ is disabled. note: ıt is imperative that you turn v-sync off for now. ıf not, performance will be so badly crippled that even angrylion will be faster by comparison. fortunately, there will be no noticeable screen tearing even with vsync disabled right now. performance ı tested parallel rdp on two devices: nvidia s***eld tv (2015) samsung galaxy s10 plus (2019) [european exynos model] note: the european model of the galaxy s10 plus used here has the samsung exynos soc (system-on-a-chip). generally these perform worse than the us models of the galaxy phones, which use a qualcomm snapdragon soc instead. you should therefore expect significantly better performance on a us model. performance on s***eld tv here are some rough performance figures for the nvidia s***eld tv – t**le performance mortal kombat trilogy 87 to 94fps yos***’s story 99fps doom 64 90 to 117fps tetris 64 117fps starcraft 64 177fps ıt’s hard to put an exact number on other games, but just from a solely gameplay-focused perspective, you can get a near-locked framerate with games like legend of zelda: ocarina of time and super mario 64 if you run the pal versions (which limit the framerate to 50fps instead of 60fps with ntsc versions). there might still be the odd frame drop in certain graphics intensive scenes but nothing too serious. similarly, games like 1080 snowboarding drop below fullspeed with the ntsc version, but running them with the pal version is nearly a locked framerate in all but the most intensive scenes. performance on samsung galaxy s10 plus performance on a high-end 2019 phone like the galaxy s10 plus can tend to be more variable, probably because of the aggressive dynamic throttling being done on phones. sometimes performance would be a significant step above the s***eld tv where it could run ntsc versions of games like legend of zelda: ocarina of time and super mario 64 at fullspeed with no problem (save for the very odd frame drop here and there in very rare scenes), and then at other times it would perform similarly to a s***eld tv. your mileage may vary there. conclusions overall, it’s clear that certain battles have to be won on the vulkan side, especially when it comes down to having to disable vsync at all so far for acceptable performance. we’d like to learn more from people who have a samsung galaxy s20 or a similar high end phone released in 2020. even a snapdragon version of the s10 plus would produce better results than what we see here. so, low-level n64 emulation, is it attainable on android? yes, with the proper vulkan extensions, and provided you have a reasonably modern and fast high end phone. the s***eld tv is also a decent mid-range performer considering its age. far from every game runs at fullspeed yet but the potential is certainly there for this to be a real alternative to hle based n64 emulation on android as hardware grows more powerful over the years. faq some specific issues should be addressed – game compatibility is significantly lower on android right now the mupen64plus-core part of parallel n64 is older than the one found in mupen64plus next. while on pc this is not so much of an issue because of the generally mature (but slower) hacktarux dynarec, on arm platforms it is a different story since new_dynarec was in a premature state back then. not only that, lle rdp + rsp plugin compatibility with new_dynarec was not even a consideration back then. so some games might not work at all right now with parallel rdp+rsp on android. parallel n64 will likely receive a mupen64plus-core update soon, and mupen64plus next might also in the near future get parallel rdp + parallel rsp support. so this situation will sort itself out. you get a display error showing ‘err’ on your android device the vulkan driver for your gpu is likely missing these two vulkan extensions, which parallel rdp requires. vk_khr_8bit_storage vk_khr_16bit_storage (ıntel igpu) performance is halved (or more) in fullscreen mode known issue, read above. these issues have been identified and it’s a matter of finding the appropriate solution for these issues. |
21 | Conclusions |
22 | Faq |
23 | Parallel-rdp update |
24 | Mega man 64 – lodfrac in cycle 1 |
25 | Mario tennis crashes – loadtile overflow |
26 | Perfect dark logo transition |
27 | Core bugs |
28 | Android |
29 | Building a profiler |
30 | Why is ıntel mesa much slower than ıntel windows? |
31 | Fixing full gpu stalls, or, why isn’t async mode improving performance? |
32 | Be smarter about how we batch up work for the gpu – fixing stutters in mario tennis |
33 | Performance work left? |
34 | Retroarch 1.8.8 released! |
35 | Libretro cores progress report – may 27, 2020 |
36 | Retroarch 1.8.7 released! |
37 | Reviving and rewriting parallel-rdp – fast and accurate low-level n64 rdp emulation |
38 | Enforcing rdram coherency |
39 | Tile-based rendering |
40 | Ubershaders with asynchronous pipeline optimization |
41 | 8/16-bit integer support |
42 | Async compute |
43 | Gpu-driven tmem management |
44 | Gpu bound performance |
45 | Synchronous vs asynchronous rdp |
46 | Figure out poor performance on ıntel igpu |
47 | ımplement a workaround for implementations without vk_ext_external_memory_host (edıt: now implemented as of 2020-05-18) |
48 | ınternal upscaling? |
49 | Fancier deinterlacer? |
50 | Parallel-rdp rewritten from scratch – available in parallel n64 right now for retroarch |
51 | Retroarch 1.8.6 released! |
52 | Kronos 2.1.2 progress report (sega saturn emulator) |
53 | The opengl cs video renderer |
54 | St-v support was improved |
55 | ımprovements on the libretro port |
56 | Libretro cores progress report – april 2, 2020 |
No | Text |
1 | Performance on s***eld tv |
2 | Performance on samsung galaxy s10 plus |
3 | Game compatibility is significantly lower on android right now |
4 | You get a display error showing ‘err’ on your android device |
5 | (ıntel igpu) performance is halved (or more) in fullscreen mode |
No | Text |
1 | not the correct math, see code |
2 | DISCLAIMER: Libretro as a group or ent**y has no affiliation or involvement in the creation of a***ets contained in any texture pack |
3 | potential |
4 | very |
5 | Don’t expect any magic for the time being w.r.t. performance |
6 | Notes: |
7 | much |
8 | Force HLE BIOS |
9 | Video format |
10 | Frameskip |
11 | SH-2 cpu core |
12 | OpenGL version |
13 | Video renderer |
14 | Share saves with beetle |
15 | Addon cartridge |
16 | 6Player Adaptor on Port 1 |
17 | 6Player Adaptor on Port 2 |
18 | Internal Resolution |
19 | Polygon Mode |
20 | Improved mesh |
21 | RBG Compute shaders |
22 | Wireframe mode |
23 | ST-V Service/Test Buttons |
24 | ST-V Favorite Region |
No | Text |
1 | Dump Textures |
2 | Replace Textures |
3 | (ParaLLEl-RDP) Upscaling factor (Restart) |
4 | (paraLLEl-RDP) Downsampling |
5 | (paraLLEl-RDP) Use native texture LOD when upscaling |
6 | (paraLLEl-RDP) Use native resolution for TEX_RECT |
7 | Body Harvest |
8 | Perfect Dark |
9 | Legend of Zelda: Ocarina of Time |
10 | Super Mario 64 |
11 | 1.8.8 |
12 | Description: (82) |
13 | NOTE: This core requires you to use the ‘glcore’ video driver right now. There is no software renderer and it won’t work properly yet with the regular ‘gl’ driver. |
14 | Testing |
15 | Save options |
16 | Save Shader Preset As |
17 | Save Global Preset |
18 | Save Core Preset |
19 | Save Content Directory Preset |
20 | Save Game Preset |
21 | Apply Changes option |
22 | Run content log output |
23 | Folder specific shader preset found on fallback directory |
24 | Core specific shader preset found on fallback directory |
25 | Global shader preset found on fallback directory |
26 | Remove options |
27 | Remove Global Preset |
28 | Remove Core Preset |
29 | Remove Content Directory Preset |
30 | Remove Game Preset |
31 | 1.8.7 |
32 | System specs: (2) |
33 | ParaLLEl Synchronous RDP: |
34 | Video Interface Options |
35 | (ParaLLEl-RDP) VI Interlacing |
36 | (ParaLLEl-RDP) VI Gamma Filter |
37 | (ParaLLEl-RDP) VI Divot filter |
38 | (ParaLLEl-RDP) VI AA |
39 | (ParaLLEl-RDP) VI Dither Filter |
40 | (ParaLLEl-RDP) VI Bilinear |
41 | Will this renderer be ported to OpenGL? |
42 | Working: |
43 | Not working: |
44 | Notes: |
45 | 1.8.6 |
46 | Description: Sega Dreamcast emulator |
47 | Description: Commodore Amiga emulator |
48 | Description: NES emulator core |
No | Text |
1 | (it has been done in a HLE framework, but accurate is the key word here) |
2 | mostly |
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