If you use native N64 resolution, you also may enable a dithering pattern to get a more authentic look, but even if you like to play in HD, this is something worth trying out! ParaLLEl RDP There are several new core options available: GLideN64 in the past has always used 32bit rendering. An N64 game is typically rendered using a 16bit color buffer, and dithering is then used to reduce color banding and create the illusion of a higher color depth. In the past, HLE renderers have not really attempted to implement dithering (of course, with LLE RDP renderers you get it for free). This feature will significantly help platforms like Nintendo Switch and Raspberry Pi. The main important thing to take away from this is that VI/s is nearly 300 units of measurement faster at 2x to 4x native resolution compared to non-threaded rendering in this test. NOTE: These tests were performed with hyper threading enabled and CPU throttling, so take these figures with a grain of salt. Tests were performed on a Core i7 7700k desktop PC with a Geforce RTX 2080 Ti. Please note, I am aware that switching between fullscreen and windowed currently crashes when a game is running with the threaded renderer (same applies to changing Video Threaded in RetroArch), a fix is on my todo. Then turn ‘Threaded Rendering’ either on or off, and then restart the core (Close Content, and loading content again with the core). Make sure you have set ‘RDP Plugin’ to ‘GLideN64’ (the setting will not do anything with Angrylion and/or ParaLLEl RDP). I started work on it sometime mid last-year and after more than a dozen iterations and months of testing, it’s now ready for production.Īn enormous shoutout to fzurita, who originally came up with the implementation! How to use it It has been available upstream for a while, but the implementation doesn’t play well with how a libretro core works. Enabling this can significantly increase performance, at the expense of slightly more input latency. There’s now a ‘threaded rendering’ option for the libretro core. Here are some highlights, which are now available in the libretro-core as well! Threaded Renderer This new version of Mupen64Plus-Next should be up-to-date with the most recent versions of GLideN64. So, for now, I recommend switching to the `switch_thread` audio driver until the issues are fixed.Īnother core where it’s likely to happen is PPSSPP, so if you encounter random freezes, give it a try, the only thing you will lose is audio in in-game recordings. We have a fix for this in the pipeline, while also nearly halving our current audio latency.ĭue to time concerns tho, I didn’t get to push the fix yet and it needs more testing. With the development of the threaded renderer support we noticed a few Issues in our platform specific Audio drivers, especially audren_thread, that will cause some cores, most often multithreaded cores, to randomly freeze. You can move and rename your existing core config override, core options and shader presets there, named accordingly (Mupen64Plus-Next.cfg/opt/slangp…). Now a new folder named `Mupen64Plus-Next` will be created inside your config folder on first start. Now with Vulkan support added, this would break remap/game specific core options/etc anyway, so I decided to just kill it and append it to the version (there was never a good reason why I added it to the name to begin with…). The long-anticipated big update to Mupen64Plus-Next has finally arrived! Important Information and notesīeforehand, be warned that the core name changed…Īs you probably know, up until now, the flavour (if it’s a GLES/GL build) was appended to the Core Name, this caused the frontend to categorize them with the appendix.
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