Closed phly95 closed 7 years ago
Thank you sir. Can we expect an official, polished, form friendly version anytime soon?
Yes. IMO, everything is ready for new release. My goal is to fix all regressions before release. Then I'll tag current state as "Release". I don't have much time to polish it.
@gonetz The default setting should probably be async with software depth buffer, right? It's a good compromise between speed and accuracy, and games that absolutely need sync can have it forced. Games like Hexen, for example.
I think currently FB is disabled by default. (Edit, I mean DB copies.)
Agreed. Default depth buffer copy should be set to "software"
Current master: https://drive.google.com/file/d/0B0YqMPjGo3B2S3c5a0JjTFhOVmc/view?usp=sharing
Current state of new GUI branch: https://drive.google.com/file/d/0B0YqMPjGo3B2TGpsenpZeTVsWUU/view?usp=sharing
New GUI branch contains all fixes from master branch and new GUI for Zilmar build. New GUI layout designed by Aquatakat. The layout was discussed here: https://github.com/gonetz/GLideN64/pull/1201 and here: https://github.com/gonetz/GLideN64/pull/1212
Please leave your feedback here: https://github.com/gonetz/GLideN64/issues/1213
Kaspersky internet security reports a gnarly.
Instead of just saying "Aspect ratio" you can specifically put the type of aspect ratio it is (storage aspect ratio, display aspect ratio, pixel aspect ratio)
Current master: https://drive.google.com/file/d/0B0YqMPjGo3B2OUJwaUpXV0NRNmM/view?usp=sharing
@Nes-player4Life I checked it with virustotal.
The new version gives me black screen with sound running - with AA enabled. Turn that off and i have picture also. Have reverded to version from last week.
The New GUI version works fine for me with AA. Maybe clear the shader cache and reset settings, that should do it.
Hi Gonetz - I'm not sure if this is the best/only way to ask you this but will GlideN64 display the 2D HUD elements of Mario 64 (power meter, lives count, Lakitu) smoothly at a higher resolution, say 1280x1024 without looking at all blurry/out of place? Cheers, Andy.
@budtz can you detect GL version, provided by your video card? I made AA related corrections, which can be incompatible with GL below 4.3
@oddMLan GUI build is behind master branch. It should be used only to test GUI work.
@andykara2003 Is blurry 2D HUD elements a GLideN64 specific issue? Plugin can't change quality of original low res 2D.
Thx for reply Gonetz. How do I check GL version? I have the latest nvidia drivers. Is that enough?
No, but I see the problem.
Thanks Gonetz - it's not a GlideN64 specific issue - I was just hoping that the plugin might be able to resolve it but I realise it's not possible now. In that case I guess my only option would be to look for a source where someone has faithfully recreated those elements in higher res. and substitute. Thanks for your work on this plugin :)
@andykara2003 There are plenty of hi-res texture packs for Super Mario 64. GLideN64 supports them. Just place the pack in proper place and enable hi-res packs in settings.
Thanks very much Gonetz :)
You welcome
Thanks for the update.
I take it that my security just does not like the dll then.
All planned features applied. Release Candidate 1: https://drive.google.com/file/d/0B0YqMPjGo3B2RWVuUF9DbDBOMm8/view?usp=sharing
@gonetz You're going to have to do something about the texture corruption issue before you release 1.3. Turning of shader cache is the only workaround currently, but that's not ideal.
I need 100% scenario for texture corruption issue
Fullscreening and windowing
changing resolution when textures are loaded
Seems OOT subsreen crash is back in RC1 version
Hmm seems after i reset settings i cant reproduce it
I need 100% scenario for texture corruption issue
Rocket: Robot on Wheels seems extremely prone to it. Any translucent texture like glass or water will break when you fullscreen and window.
OoT as well.
On Nov 27, 2016 6:46 PM, "AmbientMalice" notifications@github.com wrote:
I need 100% scenario for texture corruption issue
Rocket: Robot on Wheels seems extremely prone to it. Any translucent texture like glass or water will break when you fullscreen and window.
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Rocket: Robot on Wheels seems extremely prone to it. Any translucent texture like glass or water will break when you fullscreen and window.
Not for me.
OoT as well.
Can't reproduce with it as well.
Well, ill make a video when i finish the walking dead. this was an issue i noted in another thread. highly reproducable.
On Nov 27, 2016 11:05 PM, "Sergey Lipskiy" notifications@github.com wrote:
Rocket: Robot on Wheels seems extremely prone to it. Any translucent texture like glass or water will break when you fullscreen and window.
Not for me.
OoT as well.
Can't reproduce with it as well.
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I sure hope that is not a vendor-specific bug. What GFX card do you use, @gonetz ? I use an AMD R7 205 and I can easily break the transparencies in any game when switching between Windowed and Fullscreen modes. Also what emulator and OS? I use Project64 2.3 with Windows 10
Im nvidia gtx 980m. Latest dev build of pj64. Not just transparencies for me. The entirety of the high rez textures just break. Imma test this current master to see if it still happens.
On Nov 27, 2016 11:11 PM, "Kimberly J Ortega" notifications@github.com wrote:
I sure hope that is not a vendor-specific bug. What GFX card do you use, @gonetz https://github.com/gonetz ? I use an AMD R7 205 and I can easily break the transparencies in any game when switching between Windowed and Fullscreen modes. Also what emulator and OS? I use Project64 2.3 with Windows 10
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Hm. The transparencies don't break as easily as long as Shader storage is not enabled, but breakage still can happen.
Cant test this version properly because I ran into some issues:
-putting in window mode when textures are loaded causes a crash after items are saved to disk
-minimizing again causes the game to quit and for the emu to have a black screen (so can't change rez during gameplay). Pressing on the black screen will reveal it's back at the menu.
But loading OoT, off the bat, I can see that you can see through the logo.
also, I noticed loading the pack, and doing something else while that happens (setting the emu to the bg), will freeze the emu indefinitely graphical wise. But when you do file > close and restart the game, the textures will all be messed up. (found this after I made the video).
https://www.youtube.com/watch?v=YUJbZbHRRGQ
And this was a fresh load of the texture pack:
Oh, and with reshade allocated, seems like it's causing the flickering. The reshade opengl log states: [code] 28/11/2016 00:35:31:612 [17752] | INFO | > Resizing image data for texture 'texNoise' from 1920x1080 to 1920x1060 ... 28/11/2016 00:35:31:986 [17752] | ERROR | Failed to create depth texture for format 6402 with error code 1280 28/11/2016 00:35:33:496 [17752] | ERROR | Failed to create depth texture for format 6402 with error code 1280 28/11/2016 00:35:36:456 [17752] | ERROR | Failed to create depth texture for format 6402 with error code 1280 28/11/2016 00:35:40:191 [17752] | ERROR | Failed to create depth texture for format 6402 with error code 1280 28/11/2016 00:35:41:576 [17752] | ERROR | Failed to create depth texture for format 6402 with error code 1280 28/11/2016 00:35:45:593 [17752] | ERROR | Failed to create depth texture for format 6402 with error code 1280 28/11/2016 00:35:47:140 [17752] | ERROR | Failed to create depth texture for format 6402 with error code 1280 [/code]
This did not use to happen.
@oddMLan GeForce with Win7 PJ64 2.0, Radeon with Win 10 PJ64 2.2. Several games in a row, switch to full screen and back. Transparency issue never reproduced for me. Heisenbug.
It takes me about 5 or 7 switches from fullscreen to windowed to trigger texture corrupyion in Turok 3 on my AMD APU.
Same as @weinerschnitzel
I have this issues as well. Fullscreen and back corrupts graphics if done one too many times. I'm using Nvidia as well.
Can we get a build to test the fix for #975?
I'd also like a built to test Pokemon Snap, in addition to what @weinerschnitzel said. The plugin seems to be in amazingly better shape than 1.2 now. So many improvements.
Hi there, I am new here and I have an issue with OoT Masterquest. I use an special version (other Link models) but I dont think that is the problem becuase I also have this issue with the normal OoT. You can see the graphic issue here:
Thanks for help and sorry for my bad english, I am from Germany
@Gameplayer64 Hacked roms may have all kind of issues. Try to disable frame buffer emulation to get rid of errors.
Thank you for your answer, but I have frame buffer already disabled. And I have the same issue with the normal Ocarina of Time Rom (unhacked).
@Gameplayer64 So you're using the latest WIP build?
New GUI merged to master. Current state: https://drive.google.com/file/d/0B0YqMPjGo3B2TDJNaldPcnJuZTg/view?usp=sharing
Need to be checked for regressions and texture corruption issues.
Yes, of course i use the newest verison. And also i have this Issue only with Glide N64
So nobody's gonna address the save texture to disk crash, the computer slowdown afterward, or the black screen that happens after you restart the emu and close it down again?
Relax, the black screen could very well be fixed, as it was deemed related to #975. Do you have tickets for those other issues you are asking about? Ill gladly test them on my end to see if I can reproduce them.
On https://github.com/gonetz/GLideN64/releases the last release was posted 8 months ago. Any plans to compile new releases there?