mirror of https://github.com/bsnes-emu/bsnes.git
7df9157abd
(there was no r09 release posted to the WIP thread) byuu says: It is feature-complete, but horizontal mosaic is less accurate. I have an idea for a mosaic color ring buffer to get it equally accurate, but I haven't implemented it yet. For now it's just a simple x & ~(mosaic >> 1) trick that is passable. Hires blending was left out, as it's more processor intensive and blargg's NTSC does a better job with that anyway. There's some OPT vertical positioning issues in the SNES Test Program's character test; Goodbye, Anthrox has some sort of fast CPU DMA issue; etc. Total speedup is a mere 13.5%. Not quite the 50% I wanted in the best case, but I'll take what I can get. 254->289fps in Zelda 3 on my E8400 now. There's another 15% hiding with blargg's SMP and 5-10% with blargg's fast DSP, but they lose too much accuracy. It'd put me at or below Snes9X accuracy, while still being 50% slower. SSE2 was performing worse this time, both on x86 and amd64, so I left that optimization off. So, barring a miracle, this is about the best it's going to get. |
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