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Nintendogs online spielen pc
Nintendogs online spielen pc












nintendogs online spielen pc
  1. #Nintendogs online spielen pc driver
  2. #Nintendogs online spielen pc software
  3. #Nintendogs online spielen pc code
  4. #Nintendogs online spielen pc windows

In case I don't get the compile times low enough, I need to implement a shader binary cache.

#Nintendogs online spielen pc driver

If I had to guess the driver performs the layout calculation somehow for every array entry.

nintendogs online spielen pc

So my plan is to replace the large buffers which scale proportionally to the resolution with ones which have unspecified size or image load and store. Bizzarely this seems to be related to the very large SSBOs, atleast reducing their size seems to lead to speed up.

#Nintendogs online spielen pc windows

For some reason the shaders (which are all compiled on startup, so no stuttering while playing) seem to compile quite slowly on Windows for Intel and Nvidia GPUs. If you are short on CPU cores for all the melonDS instances you can offload the rasterisation onto the GPU.

#Nintendogs online spielen pc software

With local wireless there is now another reason you might want to use it over the software renderer. And even on my integrated Intel UHD 620 I can reach up to 3x-4x resolution depending on the game. And it works wonderfully, with far fewer or no artefacts compared to the classic OpenGL renderer. Nvidia GPUs (or atleast Maxwell) being somewhat of a OpenGL hardware implementation.īut let's come to the main attraction, besides some fixes, high resolution rendering is finally implemented for it. most of the complexity lies within the shader there is not that much buffer jougling and B. The renderer had to be ported from Switch's homebrew GPU API deko3D to OpenGL, which fortunately wasn't that hard, because A. Over the last couple of weeks this finally changed.

#Nintendogs online spielen pc code

If you don't know much about it the compute shader renderer then I recommend checking that post out.Īfter more or less completing it for Switch (the port desparately needs an update, it will come, I promise), I didn't really touch the code much. If this proves to be viable in the long run (despite the problems I will get to later), it may be an option for low-end platforms.ġ1 comments (last by hoangson) | Post a commentĪll the way back in early 2021 (I can't believe it's been 2 years) I wrote the compute shader renderer for the Switch port of melonDS as described in my previous post on it. * There is a substantial speed gain from HLEing the ARM7. So far, I've implemented enough of the utility services to get some games to boot, and observe a few things: So I've been experimenting with this in a private repo. Most of these services are fairly simple, with sound and wifi being by far the most complex ones. The services serve to provide access to the ARM7-side hardware: sound, wifi, touchscreen controller, PMIC, firmware memory, etc. When the game boots, there is a IPCSYNC handshake, then the ARM7 exposes a bunch of services that are accessed via the IPC FIFO.

nintendogs online spielen pc

The ARM9 communicates with the ARM7 via the IPC hardware (IPCSYNC and the IPC FIFO), and some shared memory areas. It also means that the ARM7 is limited to taking care of utility tasks, while all the game logic is running on the ARM9. This means that, in theory, all commercial games out there will have one of the few possible ARM7 binary versions. It may seem feasible if you consider that Nintendo never allowed game developers to write their own ARM7 binaries.

nintendogs online spielen pc

What I've been experimenting with melonHLE goes further: HLEing the ARM7. BIOS calls aren't critical enough that HLEing them might boost performance significantly. The main advantage to this is that the emulator doesn't require a proper BIOS dump to run games, but there is no other real benefit from this. Some emulators, like DeSmuME, are able to HLE the BIOS calls, basically replicating them inside the emulator. DS games are mostly self-contained and run on the bare metal, relying on the small BIOSes for basic functions like interrupt waits, decompression, etc. While my situation is being sorted out, I will make a post about an idea I had a while ago: attempting HLE for DS emulation.Īll the existing DS emulators, as far as I'm aware, are essentially LLE. If you're running into trouble: Howto/FAQ (WIP) Wifi: local multiplayer, online connectivity.Various display position/sizing/rotation modes.Nearly complete core (CPU, video, audio.While it is still a work in progress, it has a pretty solid set of features: MelonDS aims at providing fast and accurate Nintendo DS emulation.














Nintendogs online spielen pc