The backbuffer shows the main menu as well as start menu, and the pre-rendered cutscenes
Framebuffer 2 is the trippy image, but it's the only one that allows for you to see where you're going
Framebuffer 5, 6, 7 and 8 are some sort of lighting or reflection I think.
Framebuffer 9 is the subtitle
Framebuffer 10 is some upside down greyscale version of Framebuffer 2.
Framebuffer 11: shows the highlighted and interactable objects?
Framebuffer 12 allows you to see the in-game computer you can activate in the first room you're in (Is this the gamepad screen?)
@Exzap, I don't know if this is of any use to you, but I'll tag you here anyway,
I'm breaking through the game and there appears to be no way to progress any further. Still fun.
You intend to change in the future of OpenGL for DX12 (or Vulkan)?
In rpcs3 this was done (for DX12) and there was a great improvement in performance..
Thanks for the wonderful work.
Hey EclipseSin,
can you provide bit more details on how to force intel off? have to say it works but you get the game screen in top right corner which is less than a quoter of the main CEMU screen.(Donley Kong Freez tested,goes as far as barel spin...)
thanks
Im getting the same screen issue , I7 with intel HD4000
Hey EclipseSin,
can you provide bit more details on how to force intel off? have to say it works but you get the game screen in top right corner which is less than a quoter of the main CEMU screen.(Donley Kong Freez tested,goes as far as barel spin...)
thanks
Im getting the same screen issue , I7 with intel HD4000
If you have a dedicated gpu, if it's nvidia, you can choose the default gpu for every application to use under the global settings, if that doesn't work, try disabling vr_t(at least that's what it is in my bios) in your bios, this will disable the igpu, so it forces a dedicated gpu to be used, if you have an amd gpu, then unfortunately i can't help you there, haven't seen CCC in years, i believe they changed the name of it too
If you have a dedicated gpu, if it's nvidia, you can choose the default gpu for every application to use under the global settings, if that doesn't work, try disabling vr_t(at least that's what it is in my bios) in your bios, this will disable the igpu, so it forces a dedicated gpu to be used, if you have an amd gpu, then unfortunately i can't help you there, haven't seen CCC in years, i believe they changed the name of it too
Frame skipping is very problematic for modern GPU emulation. In short, a lot of games rely on textures generated during normal frame render operations. If a frame is skipped that can lead to heavy graphical glitches later on.
Aside from that we don't even have started with optimizations yet. It seems premature to implement a performance hack like frame-skipping this early.
I think that problem occurs to things like.... animated "?" blocks in NSMBU(if you don't know what I mean, take a close look at my signature)... This also occurs in dolphin if frame-skipping is enabled, a fix to that is to stop/cancel the animations!
To do that in dolphin you have to "store EFB Copies to Texture only", I think it's automatically stored to RAM in CEMU.
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