Homebrew RELEASE Development Thread - RetroArch libnx

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Well took me quite some typing https://git.m4xw.net/Switch/RetroArch/RetroArch/commit/f12be20653afc1af2167638ce11e1eed06f77f3b

Is the citra port threading stable? I really thing their port is missing the mutex checks in the drivers.

And btw its problematic spawning more than 1 thread on core 0 I think. If I use Core 2-4 its fine for some reason.

I am too stoned for this shit

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Well I was able to reinit 30 times, but that might be a bit random

I feel like retroarch is not securing their stuff enough for threading, but that might be just switch quirks
Smoke more!!!
 
Yeah I hear ya, I'd feel terrible if, after all that work, threading is something better left off.

Checking the test build:

Froze for me in the menu while getting to the game on the first try... second try worked.

Seeing no fuzzing in the Astro Boy title screen

threading on, vysnc on: sound is perfect! video stutters a bit
threading off, vsync on: unplayable, half speed maybe
threading off, vsync off: smoother, but scratchy audio, super fuzzy title screen
threading on, vysnc off: fuzzy title screen aaaaand error 2345-0021
 
Yeah I hear ya, I'd feel terrible if, after all that work, threading is something better left off.

Checking the test build:

Froze for me in the menu while getting to the game on the first try... second try worked.

Seeing no fuzzing in the Astro Boy title screen

threading on, vysnc on: sound is perfect! video stutters a bit
threading off, vsync on: unplayable, half speed maybe
threading off, vsync off: smoother, but scratchy audio, super fuzzy title screen
threading on, vysnc off: fuzzy title screen aaaaand error 2345-0021

Turning threading on and off AND loading different ROMs currently causes unstability.

If you dont play around to much and restart from home its fine.

Still need to secure more shit it feels like

Kinda expected retroarch to handle that, since the other ports dont do that.
So probably switch quirks :P
 
Probably more lag than actually my code causing it I hope :P

That's a normal thing with MO3. Considering Monkey Ball is audibly stable now, it's nothing out of the ordinary.
Happens only with Mother 3's translation patch, and it's kinda complicated why but it's an edge case sort of deal.

(And after all this time, I've forgotten if mGBA has improved with this or not...)
 
That's a normal thing with MO3. Considering Monkey Ball is audibly stable now, it's nothing out of the ordinary.
Happens only with Mother 3's translation patch, and it's kinda complicated why but it's an edge case sort of deal.

(And after all this time, I've forgotten if mGBA has improved with this or not...)
Good thing I have you guys lol.
 
Good thing I have you guys lol.

Only other case I know of with bad slowdown is DBZ: Legacy of Goku's opening starfield effect (for both introductory sequence and the copy protection, but VBA doesn't ping up the latter thankfully).
And I know this is something mGBA has an edge in handling.
 
Only other case I know of with bad slowdown is DBZ: Legacy of Goku's opening starfield effect (for both introductory sequence and the copy protection, but VBA doesn't ping up the latter thankfully).
And I know this is something mGBA has an edge in handling.

Try turning audio sync off (with threaded on), game goes like 200% xD
So horsepower isn't the problem, but idk why it sync everything to the audio (probably main) thread, when running video threaded.
 
Last edited by m4xw,
Hey I'm getting audio crackle, vba next recent build mega man zero.

Did you try using this build while using threading and vsync?
For those curious, MMZ runs perfectly fine, just like the others under those parameters.

Try turning audio sync off (with threaded on), game goes like 200% xD
So horsepower isn't the problem, but idk why it sync everything to the audio (probably main) thread, when running video threaded.

Can confirm. Feels like a VBA-Next issue, which again makes me think mGBA would be most preferable in this instance.

Also, how funny that GBATemp seems to be dying under sudden pressure over GBA emulation getting viable on Switch.
 
I am just building a new version (same link as mai npost, vba next)

That improves framerate a bit.
 
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Did you try using this build while using threading and vsync?
For those curious, MMZ runs perfectly fine, just like the others under those parameters.



Can confirm. Feels like a VBA-Next issue, which again makes me think mGBA would be most preferable in this instance.

Also, how funny that GBATemp seems to be dying under sudden pressure over GBA emulation getting viable on Switch.

Yes that build, threading on v sync on, audio crackle not all the time mainly when there is a lot going on. I can't do any video right now but can when I get home from work just about to leave and won't be back until 8 am.
 
Can confirm. Feels like a VBA-Next issue, which again makes me think mGBA would be most preferable in this instance.

I agree, mGBA should the way to go for GBA emulation on Switch, also mGBA has a nice gimmik which is pseudo SGB emulation :) sadly we still have to figure out how to compile the core properly with libnx :(
 
Last edited by Billy Acuña,
I agree, mGBA should the way to go for GBA emulation on Switch, also mGBA has a nice gimmik with pseudo SGB emulation :) sadly we still have to figure out how to compile the core properly with libnx :(
Don't forget that sweet audio antialiasing :P
No more raspy-fuzzy sound! Clean as butter OSTs :P
 
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