hi
i need to port a rpgmaker MZ game, but switch dont have any player for MZ (yet), it actually launch via nx.js v1.0.0-beta.6. nx.js sdvertises webgl2, but getContext returns NULL both in title override and applet mode, webgl1 is not supported at all
so pixi.js falls back to canvasRenderer type=2 and the whole frame is rendered on the CPU (9 seconds per frame, lmao)
i made it to actually launch the game and be able to loadd title menu (up to 60 fps), but starting new game or loading existing save sends me to lot-of-hours render of a single frame
i already pre-scaled textures to lower size, it helped but, yeah, cpu is not a gpu
No direct way to enable GPU rendering from JS found — deko3d is a pure C API with no JS bridge.
Question for the forum: has anyone obtained a live WebGL2 context in nx.js on real hardware — what does it take ([renderer] config, mode, firmware/Atmosphere)?
i need to port a rpgmaker MZ game, but switch dont have any player for MZ (yet), it actually launch via nx.js v1.0.0-beta.6. nx.js sdvertises webgl2, but getContext returns NULL both in title override and applet mode, webgl1 is not supported at all
so pixi.js falls back to canvasRenderer type=2 and the whole frame is rendered on the CPU (9 seconds per frame, lmao)
i made it to actually launch the game and be able to loadd title menu (up to 60 fps), but starting new game or loading existing save sends me to lot-of-hours render of a single frame
i already pre-scaled textures to lower size, it helped but, yeah, cpu is not a gpu
No direct way to enable GPU rendering from JS found — deko3d is a pure C API with no JS bridge.
Question for the forum: has anyone obtained a live WebGL2 context in nx.js on real hardware — what does it take ([renderer] config, mode, firmware/Atmosphere)?






