[QUOTE=hunterk;48611]yeah, i think it just drops back to defaults.
The Vulkan renderer works fine on Android, it’s just ParaLLEl that doesn’t work (well, along with the libretro-gl cores, like mupen64plus and ppsspp). I use Vulkan full-time on my Shield and the performance is much, much better than with opengl. I can set my audio latency down to 16 ms, which is lower than many PCs can achieve and a/v sync is rock-solid without hacks like threaded video.
“No shader access” is a huge exaggeration. I’ve ported a majority of them, including the giant clusterfuck that is crt-royale, though I had trouble with the snarls of boolean comparisons in the xBR varieties (this is one of the biggest differences between Cg and GLSL shader languages; Cg is very permissive/intuitive in these comparisons’ syntax, and the xBR and ScaleFx shaders abuse this). I was able to get 2xBR-lv1-multipass working, and sabr-v3.0 (with some artifacts), though, so those will have to tide you over until Hyllian and/or Sp00kyFox can port their shaders themselves.[/QUOTE]
Ugh, how I wish I could use the Vulkan API on my Shield, but given that it’s on Android 5.0 and not 6.0, that’s never gonna happen; and the reason why that is is if I updated via OTA to 6.0, I would lose all my apps and other data, so…yeah. I have to set my CPU to full power to get the same results as you do on your tablet sigh. Should I update my Shield K1 to Marshmallow? Will my MOGA controller still work?