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I'd love to see how it does in Perfect Dark a few seconds after that screenshot was taken.

There's a part in the hallway to the left where you fly a little drone into a laboratory to take a picture. It's one of the traditionally hard places to emulate for these sorts of emulation strategies that abstract the graphics output from the memory pathway of the real system. That's because the effect to make it look like a security camera that would happen these days as a post process fragment shader, is instead done on the main CPU, just reading and writing to the framebuffer. So the GPU emulation actually needs to write out the framebuffer at the correct format/resolution. And then you have to read the framebuffer from memory, not short circuited out of the GPU directly like is the core of how this is designed to get it's benefits.



I would hug someone if I could have a playable Vigilante 8 experience. Explosions are black squares. The menu does weird things. Many other smaller bugs.

I played that game so much as a teen. It's possible the PS version is more playable but it would feel off playing the wrong version.


Have you tried the Dreamcast version?


Nope. How does it compare?


Similar to Pokémon Snap them.


And Mario kart! Greets to all of my 64-heads! Man I still remember the late 90's.. Not a care in the world saving up all my money to buy the next cartridge..


The Mario Kart example is interesting, because you can achieve it's effect by simply teeing off the GPU output both to RAM (scaled down to native) and directly scanned out.

The neat thing about the perfect dark effect is that they read modify write the entire framebuffer and it represents the full scanned out frame, so in those cases you'd need to drop scan out resolution back down dynamically, where as on the Mario Kart example you can keep the higher scan out resolution.


I think pokemon snap does it all on the GPU side, but I'm not 100% on that.




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