that opens when the game opens swkbd if citra-kbd exists
You should probably try asking that on official forums.Any Update on AMD GPU?
What is your frame time or FPS in below builds:Alright, so, an ape somewhere indirectly gave me the information that I needed to be able to try RetroArch's Citra Cores so I decided to do some tests with Pokémon Omega Ruby on them that I'll be posting here because why not.
I tried the latest Citra and Citra Canary RetroArch Cores, and Valentin's latest build.
My incredibly sad PC Specs are: Intel Celeron N2840 with its iGPU and 2 GBs of RAM, Windows 8.1 (64 Bits).
The results were the following:
RetroArch - Citra Core
Route 116 (West Half): 14-15 FPS
Route 116 (East Half): 23-25 FPS
In Battle: 25-30 FPS
RetroArch - Citra Canary Core
Route 116 (West Half): 14-15 FPS
Route 116 (East Half): 23-25 FPS
In Battle: 25-30 FPS
valentinvanelslande's citra-windows-mingw-20180313-bb85974 (Shader Emulation set to CPU because of the big issue that I mentioned before)
Route 116 (West Half): 6-7 FPS
Route 116 (East Half): 10-11 FPS
In Battle: 12-14 FPS
I'm noticing a lot of Input Lag in the RetroArch Cores, most likely due to some of the options that I disabled/enabled in order to get as much speed as I could.
I noticed right away that the RA Cores are missing the Circle Pad Mod too.
All in all though, I think that these framerates are quite impressive, I never thought that this super weak CPU could actually accomplish this much.
Back when I first tried Citra, I did so thinking that most likely, I wouldn't be able to get even 5 FPS in any single game, but boy I was wrong.
Worth mentioning, it doesn't look like the Citra Canary Core has the Shader Emulation to GPU update yet.
I hope that RA doesn't have the same issue as the standalone versions with this iGPU.
I'm quite satisfied. I'll try to endure the small issues that I mentioned up there and go through Omega Ruby.
I don't know what settings are the best for xx
Priority Boost: Enabled
Ticks Mode: Fixed
Ticks: 60000
because the ticks are copied to a variable when the game is opened, and nothing will happen after changing them.
Whenever I tried them, both, Standalone Canary and Standalone Nightly have always ran pretty much just like Valentin's builds.What is your frame time or FPS in below builds:
canary-407 (last canary without this new GPU update)
nightly-571 (last nightly before Texture Cache Rework Merged)
I googled a little bit and unfortunately no, there's no way to disable them besides using OBS.Is there a way to remove the black outlines for Pokemon ORAS without using OBS?
add this to FS_USER::OpenFile: https://github.com/valentinvanelslande/citra/blob/16b212e795ccb479db2660e93506f85f283499d7/src/core/hle/service/fs/fs_user.cpp#L73-L78
Worth mentioning, it doesn't look like the Citra Canary Core has the Shader Emulation to GPU update yet.
I hope that RA doesn't have the same issue as the standalone versions with this iGPU.
RetroArch - Citra Core
Route 116 (West Half): 14-15 FPS
Route 116 (East Half): 23-25 FPS
In Battle: 25-30 FPS
RetroArch - Citra Canary Core
Route 116 (West Half): 14-15 FPS
Route 116 (East Half): 23-25 FPS
In Battle: 25-30 FPS
valentinvanelslande's citra-windows-mingw-20180313-bb85974 (Shader Emulation set to CPU because of the big issue that I mentioned before)
Route 116 (West Half): 6-7 FPS
Route 116 (East Half): 10-11 FPS
In Battle: 12-14 FPS
@jselby MY BUILDS ARE NOT FULL OF SHITThe LibRetro-Canary core has had GLVTX from day one. It is hardware shaders in your core settings, though it is disabled by default for support for AMD/Intel hardware. The same issues as upstream apply - it is a bug in your drivers/the new PR, not in anything else.
So, valentinvanelslande is full of shit with his builds? Ha, who would have guessed?
Let me let you in in a secret: The code in the LibRetro core is exactly the same as upstream, bar me stripping out some of the UI stuff.
What do you mean "will not happen after changing it."?
in the build <186, I set the ticks to 10500 games running smoothly, until when I met astalos, the game went slow with 60% speed, then when in game I changed the ticks to 45000/50000 with native resolution, running smoothly with speed 100 % / 25fps.
can you explain why in version <186 ticks can be changed and can increase performance when in game? sorry if my english is bad
How are valentin's builds full of shit when you are comparing CPU rendering on valentin to GPU rendering on the others? Of course the CPU rendering runs slower than GPU rendering. That's two separate processors doing the work vs. CPU rendering only using one processor to do the same load. And as for the Core version, which doesn't have the GPU rendering it also isn't using JIT tick modification. If he has JIT tick mods set to high then the displayed framerate will be reduced accordingly as it's kind of like skipping frames/instructions. If he set the Ticks lower (or Accurate) he would get a comparably similar experience.The LibRetro-Canary core has had GLVTX from day one. It is hardware shaders in your core settings, though it is disabled by default for support for AMD/Intel hardware. The same issues as upstream apply - it is a bug in your drivers/the new PR, not in anything else.
So, valentinvanelslande is full of shit with his builds? Ha, who would have guessed?
Let me let you in in a secret: The code in the LibRetro core is exactly the same as upstream, bar me stripping out some of the UI stuff.
Well, I don't see the option anywhere so I don't know if it's enabled by default or not, but if it is, then why is it working correctly with the RA Core while I'm only get a black screen with the Standalone Version?The LibRetro-Canary core has had GLVTX from day one. It is hardware shaders in your core settings, though it is disabled by default for support for AMD/Intel hardware. The same issues as upstream apply - it is a bug in your drivers/the new PR, not in anything else.
Btw, I have AddTicks Mode set to Accurate and AddTicks Ticks set to 0, for what is worth.If he has JIT tick mods set to high then the displayed framerate will be reduced accordingly as it's kind of like skipping frames/instructions. If he set the Ticks lower (or Accurate) he would get a comparably similar experience.
So you're basically running it exactly the same as the official build, no wonder there's no difference.Well, I don't see the option anywhere so I don't know if it's enabled by default or not, but if it is, then why is it working correctly with the RA Core while I'm only get a black screen with the Standalone Version?
Btw, I have AddTicks Mode set to Accurate and AddTicks Ticks set to 0, for what is worth.