• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
« Previous 1 ... 18 19 20 21 22 ... 366 Next »

Reflexion about pixel perfect renderer
View New Posts | View Today's Posts

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
Reflexion about pixel perfect renderer
09-20-2020, 11:45 PM
#1
DrHouse64 Offline
A woman yet a man, a man yet a woman
****
Posts: 343
Threads: 18
Joined: Jun 2013
Hello there,

I was wondering, even if Dolphin have no big trouble translating every GameCube GPU call correctly into PC graphics API calls, does it absolutely mimic the output of a real console ? I mean, GlideN64 for example is a very accurate high level N64 graphic plugin, but even at 240p, Angrylion and Parallel are capable to emulate things like dithering, several VI post processing steps, witch makes the final output very different.

I like how emulation can enhance games, but I sometimes also like playing my games exactly like it was back in the day with a CRT shader. Would Dolphin benefit from an optimised software renderer for this purpose ?
From France with love.
Laptop ROG : W10 / Ryzen 7 4800HS @2.9 GHz (4.2 GHz Turbo disabled unless necessary for better thermals) / 16 Go DDR4 / RTX 2060 MaxQ (6 Go GDDR6)
Find
Reply
09-21-2020, 02:50 PM
#2
Craftyawesome Offline
Above and Beyond
*******
Posts: 1,258
Threads: 7
Joined: Mar 2015
Dolphin can't handle the gamecube's AA either.
"Ironically, Dolphin doesn't even benefit from Rogue Squadron 2's method of getting 3xMSAA, as it doesn't support using the 96 bit EFB copies!"

Also FWIW, gliden64 has dithering support.
Website Find
Reply
« Next Oldest | Next Newest »


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode