“Failed to open liberto core” each and every time I run it. I use the default GL video driver because Vulkan seems to scramble the font in the UI. Any one had similar problem and managed to solve it?
i7 3770K Desktop, GTX660.
“Failed to open liberto core” each and every time I run it. I use the default GL video driver because Vulkan seems to scramble the font in the UI. Any one had similar problem and managed to solve it?
i7 3770K Desktop, GTX660.
bad core or wrong architecture. confirm buildbot url is correct for retroarch version used( x86/x86_64) and redownload or just manually download core from buildbot.libretro.com(if its available)
I download the latest cores daily, the problem occurs also on the latest x64. Mupen64plus is trouble free here.
no issue here with parallel_n64. either from Online Updater or manual compile.
I have used “Online Updater” from Retroarch UI and now it works! But it doesn’t when manually downloading the latest from the buildbot. Thank you wertz. edit: Actually, I had to load the rom from the zip and NOT use the Collection link for ParaLLel to boot…strange.
I have noticed ParaLLel textures are filtered and blurry compared to Mupen64plus, that is because of a feature called “Crop Mode” which ParaLLel64 lacks but Mupen64 has. But that is another issue altogether.
My goal is to play the game at the original resolution of 320x240 which ParaLLel doesn’t handle that well. The textures (fonts) seem washed out and filtered where they should not be.
I think you’re confused here.
‘The textures (fonts) seem washed out and filtered where they should not be’
What you see is what you get. That’s what the N64 looked like without a VI filter. The N64 is pretty well known for having dreary, blurry low-res textures.
To compare, use angrylion, that is pretty much what the N64 originally looks like. HLE RDP renderers like Gliden64 are not accurate at all, they don’t even apply dithering, so they are not a good representation of how the N64 should look like.
You are simply wrong on this one I’m afraid.
Well, this is how the hardware N64 looks: https://www.youtube.com/watch?v=auOjgjWSrL4
Notice the fonts. This is how Mupen64 also looks in 320x240 with “Crop Mode” off, all is well.
This is how ParaLLel64 looks:
Only the fonts are screwed, other textures look fine. Note that setting “Crop Mode” in Mupen64 produces the same effect.
https://s3.postimg.org/5y4l86t03/mario641.png
https://s2.postimg.org/wcqziwew9/mario642.png
PS. With angrylion the emulation will not even start, it’s a black screen.
It was Glide64 that scrambled the text fonts which is the default for “Auto” setting. glN64 or Rice video renderers do no have this issue but both are not pixel perfect because I see some duplicated pixel lines which are clearly visible with text.
https://s17.postimg.org/h7lmonrqn/mariotext.png
Also, Rice has some issues with filtering that gln64 does not have.
https://s2.postimg.org/nxlui0k0p/rice.png
I want to test Angrylion renderer but it produces black screen. If I select cxd4 as audio renderer I hear audio but still black screen.
I believe Angrylion requires cxd4 RSP, as well.
your hardware is fast enough for 640x480, why would you want to run @320x240?
I want to play the games exactly like it would be on the hardware N64 console. So far, no video renderer plugin does perfect 1:1 scaling or filtering, as far as I can see.
EDIT:
I managed to get Angrylion working. I had to set resolution to 640x480 because 320x240 produces no picture. Moreover, as hunterk said cxd4 is mandatory else the emulation doesn’t start.
The resulting image by Angrylion is superb with 1:1 pixel mapping and accurate dithering and filtering,
BUT, it is soooooo sllloooowww so the game is not actually playable, only for testing.
Unless I’m missing some setting to make it faster on an i7 3.9GHz machine?
EDIT2:
As far as playability and accuracy, gln64 on 320x240 and 3-point filtering will give the closest playable representation of the original hardware, sans dithering of course and few misaligned pixels rows.
Any suggestion to make Angrylion playable is warmly welcomed.
EDIT3:
Yes yes I know, I’m a noob at this, but these “findings” are not documented.
Actually the video renderer called ‘parallel’ is the more accurate because gln64 and glide64 are outdated.
But, there is a very annoying bug in all video renderers in ParaLLel that creates the blurry text of which I’ve posted an image above.
To fix this bug I have to set ‘Texture Filtering’ to something else than ‘automatic’ and return to game (F1), then set it BACK to ‘automatic’ and return to game again. This fixes the blurry text bug.
Hope the devs see this post.
Anyway, none of the renderers is pixel perfect besides Angylion, it’s just the way they handle textures. Some textures should be filtered, yet some should not be filtered but all textures should definitely not be stretches in native 320x240 resolution, which all of them mess up besides Angrylion.
EDIT4:
Enabling Vulkan as video driver and using the ‘parallel’ renderer is magic!
Parallel renderer in 320x240 with vulkan driver has perfect 1:1 pixel mapping and Dithering, unlike openGL driver.
Now I’m really impressed with Vulkan+Parallel after understanding all the undocumented quirks and tweaks.
ParaLLEl’s vulkan renderer still has some major bugs, the most notable of which is broken interlacing, but we’re hoping to tackle that soon. Other than that, it really is amazing, getting full speed with even a modest GPU. In my case, my CPU was the bottleneck insofar as I couldn’t get full speed with the cxd4 RSP, which is also required for the vulkan renderer.
I find that puting the GPU in P0 state (maximum clock speed) or completely disabling P-State downclocking helps greatly with ParaLLel with CXD4 RSP plugin. With max clock I get no stuttering of the audio engine or no dips below 60fps with frame limiting disabled.
Seems like parallel renderer likes some headroom in the GPU clock even though the % usage of the GPU don’t show that much with lower GPU clocks.
Leaving the GPU on default automatic P-state and I can hear crackling because the GPU doesn’t change to higher clocks because of low usage %.
In other words, disable all downclocking or ‘power saving’ options of the CPU and GPU to maximize the potential of ParaLLel.