![]() Bizzarely this seems to be related to the very large SSBOs, atleast reducing their size seems to lead to speed up. 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. 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. ![]() 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 you're running into trouble: Howto/FAQĪll 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. (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.
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