N64 Graphics ParaLLEl RDP Guide | Rosalie's Mupen GUI Nintendo 64 Emulator Tutorial

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  • เผยแพร่เมื่อ 13 ม.ค. 2025

ความคิดเห็น • 22

  • @Imgema
    @Imgema 2 หลายเดือนก่อน +4

    If you turn Native texture LOD OFF some effects will break. For instance, the pictures in Mario 64 that fade from Princess Peach to Bowser as you go closer will not work.

    • @warpedpolygon
      @warpedpolygon  2 หลายเดือนก่อน +1

      Thanks for the input, I'll pin this.

  • @Right_Said_Brett
    @Right_Said_Brett 5 หลายเดือนก่อน +4

    Thank you so much for this! Finally my emulated N64 games look as though they're running on original hardware. Pure bliss :D

  • @Dr.D00p
    @Dr.D00p 5 หลายเดือนก่อน +6

    The RDRAM buffer is used in a small number of games. In Mario Kart 64, it's used for the big screen over the tunnel in the first course to display animations on it. In the early years of N64 emulation it was an unemulated N64 feature, and it would just be a blank, black screen, and then when it was finally emulated, it was very CPU intensive, not suitable for people running lower end CPUs, which is obviously not a problem in 2024.

    • @warpedpolygon
      @warpedpolygon  5 หลายเดือนก่อน +1

      Awesome! Thanks so much. Will pin this

  • @andrewofford1533
    @andrewofford1533 5 หลายเดือนก่อน +2

    Great Guide, as always. Thanks......

  • @kooperPM64
    @kooperPM64 5 หลายเดือนก่อน +2

    thanks to his solution to make accurate n64 emulation finally attainable for the mainstream!

  • @social6077
    @social6077 5 หลายเดือนก่อน +2

    awesome video, thanks a lot

  • @Volker-Dirr
    @Volker-Dirr 2 หลายเดือนก่อน

    Very nice video. Maybe 2 additional things that might be check too, since some guys use emulators on smaller SBC and not on powerful PC: Maybe also say if the option needs much performance and/or if it uses more cores. (So interesting would be running it on a slow(er) 4 core SBC and check if the speed changes much and also see the CPU usage (if it is only around 25%, then it is using only single core on a 4 core SBC). If it is using 75% of the CPU then only 3 cores are used. This is intresting, since most SBC have 2, 4 or 8 CPUs and I guess/bet that most emulators use only around 1 to max 4 cores. So i guess having more then 5 cores won't increase the speed.)

    • @warpedpolygon
      @warpedpolygon  2 หลายเดือนก่อน +1

      I se your point. Unfortunately I can only test the hardware I own. Generally with these guides I give a little advise when it comes to performance but unless I can test on other hardware I can't really give advise on different hardware.

  • @AxiomofDiscord
    @AxiomofDiscord 2 วันที่ผ่านมา

    How do you prevent the repeat images going back into the corner as transparent screens getting smaller and smaller on into the horizon.

  • @spongebucket533
    @spongebucket533 4 หลายเดือนก่อน

    do you know how to remove lines that cut through textures (example: such as the background for the floating mario head screen), just curious if there is a fix for this

  • @AllieRX
    @AllieRX 26 วันที่ผ่านมา

    Can you do a guide for Simple64?

  • @KatRollo
    @KatRollo 5 หลายเดือนก่อน +3

    Thank you! This tutorial is also largely applicable to simple64, which I ended up using as my preferred N64 emulator. GlideN64 had too many moving parts. 😅
    N64 came with Rambus DRAM (RDRAM), which is a type of SDRAM. simple64 defined the option as "Enable superscaling of readbacks when upsampling".
    Sounds like additional processing when reading image data from memory.

    • @warpedpolygon
      @warpedpolygon  5 หลายเดือนก่อน +1

      Thanks again Kat! Yeah it looks like it is for AA after reading some more about it, but can't find a definitive answer as to how it enhances the image! Which for me is infuriating.

  • @chrisryan8894
    @chrisryan8894 5 หลายเดือนก่อน +1

    Is this only for windows ? What’s the best emu to use for n64 on Mac (that has upscaling)

    • @macdox69
      @macdox69 หลายเดือนก่อน

      No. As @Imgema mentioned, use Retroarch with the Mupen64-Next core and set the plugins to use to Parallel RDP. FYI on arm macs there is no dynamic compiler yet, just the cached interpreter. I don't use my M2 as my main emulation computer, but even so it played Mario KArt 64 upscaled 4x just fine with the interpreter.

  • @sjzafrani
    @sjzafrani 5 หลายเดือนก่อน +1

    Is it also doable with retro arch, using the paraLLel core? If done that way, can retorarch setup per game profiles?
    Your work is amazing by the way! Thanks

    • @warpedpolygon
      @warpedpolygon  5 หลายเดือนก่อน +1

      @@sjzafrani yes you can do this in RA. I'm gonna be making the same graphics guides for the cores at some point

    • @sjzafrani
      @sjzafrani 5 หลายเดือนก่อน

      @@warpedpolygon you’re a legend!

    • @Imgema
      @Imgema 2 หลายเดือนก่อน +1

      No, do not use the Parallel core, it's very old and obsolete. Use the newer Mupen64+Next core and that one has the Parallel RDP plugin as well, all more recent versions.