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[Feature Request] Display Internal FPS and Internal Resolution with GlideN64

Open Papermanzero opened this issue 4 years ago • 4 comments

Currently it is not possible to display the internal FPS and internal Resolution in mupen64next with GlideN64. The original GLideN64 provides such features in order to see if there are issues with framerate or resolution. If the FPS will be activated through the frontend (retroarch options) the FPS of the monitor will be displayed (see screenshot) but not the FPS from the N64 game.

Screenshot 2021-09-08 101835

Papermanzero avatar Sep 08 '21 08:09 Papermanzero

Eh you will have the best idea of whats going on if u use vi based timing so i digress. However, as a bandaid #72 would do just what you want. You can hardcode it here https://github.com/libretro/mupen64plus-libretro-nx/blob/develop/GLideN64/src/Config.cpp#L72 (see https://github.com/libretro/mupen64plus-libretro-nx/blob/fb0b9c52b892d0af2016f97d314fe1473ee9c77b/GLideN64/src/Config.h#L114 ) or via the ini & generate ini script

m4xw avatar Sep 09 '21 17:09 m4xw

I will leave it open tho as I have planned to improve some general stuff for devs

m4xw avatar Sep 09 '21 17:09 m4xw

Thanks. I use it more or less for FPS cheats. Only to see if the FPS is actually changing.

Papermanzero avatar Sep 09 '21 20:09 Papermanzero

Would this only work for gliden64 or could it work for parallel? The reason being, I have been hoping to play 8x upscaling with parallel, with synchronous RDP on (as I'm finding most games really do need it, even though some blogs say they don't). Some sections of games do slow down with 8x and synchronous RDP so I would love to somehow see this. I'm thinking some way to see frames were dropped, equivalent to what a video player/renderer might show you how many frames were dropped over the course of a particular movie. It'd be cool to see objectively that a certain setting is just not going to work as there were x frame drops over the course of a given session.

mark007 avatar Dec 28 '21 01:12 mark007