ADormant
ADormant
Needed for more advanced upscaling shaders but vertex manipulation can also improve things like global illumination. ambient occlusion. color manipulating shaders and even antialising shaders. I think the problem is...
Is SMAA4x possible to implement? http://www.iryoku.com/smaa/ https://github.com/vispy/experimental/blob/master/fsaa/smaa.h https://gist.github.com/haxpor/3069223 https://github.com/Asmodean-/SMAA-OpenGL https://github.com/Asmodean-/SMAA-D3D https://github.com/iryoku/smaa https://github.com/Chman/SMAA-Unity https://github.com/m10914/SMAA-Unity https://github.com/scrawl/smaa-opengl https://github.com/kivy-garden/garden.smaa https://github.com/Hirato/lamiae/blob/master/src/engine/aa.cpp http://www.iryoku.com/smaa/downloads/SMAA-Enhanced-Subpixel-Morphological-Antialiasing.pdf
I'm wondering if better shadowing techniques are theoretically possible to implement in an emulator. GC/Wii used many tricks for shadows including z-freeze and planar projections shadows but they arem't that...
I wonder if something like this is possible since GC/Wii games have limited numer of polygons? Though probably even if it is it'd be hard to implement. It would allow...
Vulkan has been released. Vulkan would be great because it has the same compatibility between desktop and mobile. https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/xhtml/vkspec.html#introduction https://github.com/KhronosGroup https://www.khronos.org/news/press/khronos-releases-vulkan-1-0-specification https://www.khronos.org/registry/vulkan/ https://github.com/SaschaWillems/Vulkan https://github.com/vlj/rpcs3/tree/vulkan https://github.com/benvanik/xenia/commit/77a321135ed1b3761aac2834a74d89020c91626c https://developer.nvidia.com/vulkan-android#samples https://developer.nvidia.com/opengl-vulkan http://developer.download.nvidia.com/assets/gameworks/downloads/secure/Vulkan_Beta_Drivers/GL_NV_draw_vulkan_image.txt?autho=1455677508_53956204191f627c8b977be0668214a3&file=GL_NV_draw_vulkan_image.txt https://github.com/nvpro-samples https://github.com/McNopper/Vulkan...
Multi-pass cpu filter framework is required for a cpu based version of Super xBR which can work directly on textures. https://github.com/libretro/common-shaders/tree/master/xbr Here are screenshots of RE Remake on GC with...
I don't know if you know but some time ago MGBA emulated apparently undocumented GBA Rom prefetch function. http://board.byuu.org/phpbb3/viewtopic.php?f=8&t=530 http://board.byuu.org/phpbb3/viewtopic.php?f=8&t=886 https://mgba.io//2015/06/27/cycle-counting-prefetch/ Test roms https://github.com/Gekkio/mooneye-gb#mooneye-gb-acceptance-tests https://github.com/mgba-emu/suite https://forums.mgba.io/showthread.php?tid=18 http://gekkio.fi/files/mooneye-gb/nightly/logic-analysis/external-bus/
Could you add xbrz texture scaling to GBE. I think it wold be nice even with tile replacement and can be used to scale replacement tiles/textures not to mention not...
You are working on the debugger right now so I wonder if such features are feasible such editors would be very helpful for rom hacking and translating. http://ngemu.com/threads/playstation-emulator-cheater-setup-guide.101186/ http://pec.duttke.de/ http://www.aldostools.org/pecedit.html...
PS2 IOP is PS1 CPU with GTE and MDEC. Right now pcsx2 devs are fixing IOP emulation in PCSX2 based on hardware tests and planning to add a recompiler. Perhaps...