Hi there,
Cheers for the response.
For me, Beetle-PSX-HW is loading the vulkan driver, because the filtering, 32bit and wireframe options do nothing when selected. Also, my Vulkan specific .slangp shader loads (which is also inside the override file).
If I remove the video_driver = “vulkan” from my core specific retroarch.cfg, as well as the shader entry, it loads GL and the GLSLP shader - because these are specified in my global retroarch.cfg. I can then change the filtering and 32 bits modes and they take effect on the screen immediately.
Even though the renderer is still set to ‘vulkan’ (because of the core-options file), it doesn’t actually crash. But it is definitely rendering in OpenGL, presumably as a fall back because Vulkan is not available.
I’d have thought ParaLLEl works in the same way. Don’t forget my global retroarch options are GL as a video driver, and I only put Vulkan in my core specific retroarch.cfg file when I want it (like Beetle above). And when I have Vulkan in there, filtering does nothing, indicating the core is using this driver.
However - I did test anyway removing from my n64 retroarch.cfg file and changing the global driver to Vulkan. Vulkan loads just like it did previously so I think my core specific retroarch.cfg files are working fine.
When I have Vulkan as a driver, ParaLLEl is pretty awful (speed wise) in all modes, and out of the box it runs extremely slowly. When I remove it, it is better (because it’s now using GL and filtering options make a difference), but still nowhere near as good as the other emulators which also use GL. Perfect Dark intro for example stutters no matter what the settings, even on what would be considered baseline. But the other GL n64 emulators are fine, as is using Vulkan on Beetle and Dolphin.
I just cannot work out where this massive performance drop is occurring when trying to use ParaLLEl.
Any other ideas?
Hope this all makes sense.
Cheers