Darío

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[Support for Metal is an ongoing development over at the RT64 repository](https://github.com/rt64/rt64/issues/6) and some people have expressed interest in giving it a shot as I do not own Mac hardware...

You can investigate with the included profiler by enabling "developer mode" on %LocalAppData%/Zelda64Recompiled/graphics.json. That will enable RT64's developer mode that can be brought up with F1. On that menu, look...

> I don't know how to record videos, does a screen help? > > ![Untitled](https://private-user-images.githubusercontent.com/12124465/329839254-ed538b35-36d7-46e4-b110-fe1a639140a3.jpg?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MTU3MzY1MDcsIm5iZiI6MTcxNTczNjIwNywicGF0aCI6Ii8xMjEyNDQ2NS8zMjk4MzkyNTQtZWQ1MzhiMzUtMzZkNy00NmU0LWIxMTAtZmUxYTYzOTE0MGEzLmpwZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA1MTUlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwNTE1VDAxMjMyN1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTMwZGViZWY5OTU5ZDAyM2Y0NDg2NDExYTgwOTYxNDc2ZjM4ZTQ0ZjVkMTYzNzY0MmRjOWUzYzBhYzg0Mzc3NGYmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.zJMa7gl5-sATIs8Be_kVV46KlRdYDDdoYqYsnQcZPcY) > > The graphs run like this with very few variations. > > Also, the...

> Vulkan and OpenGL should be prioritized over anything closed-source/Windows exclusive. A Vulkan backend is already implemented and currently used in Linux. D3D12 is the default on Windows because it...

There's no actual way to reproduce this accurately outside of Angrylion/ParaLLEl due to the lack of programmable blending in GPUs. On top of that, color dithering (which is used here...

> This seems factually incorrect, if I'm following you right. Banding is a rather noticeable problem on any 8-bit-per-colour display with a wide enough gradient. Yes, but I'm talking specifically...

> It looks like a simple random noise filter applied to each color channel individually. A shader that randomly varies each subpixel by +-3% would look very similar. Sorry, was...

I have an update on this. > something we can't accurately reimplement without programmable hardware blending I had a thought on how to do this and gave it a shot....

I've addressed the bitfield suggestion.

Should be fixed the next time this repository pulls RT64.