Darío
Darío
[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? > >  > > 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.