Libretro A crossplatform application API, powering the crossplatform gaming platform Retro. Arch. I needed a break from para. LLEl RDP, and I wanted to give PSX a shot to have an excuse to write a higher level Vulkan renderer backend. The renderer backends in Beetle PSX are quite well abstracted away, so plugging in my own renderer was a trivial task. The original Play. Station is certainly a massively simpler architecture than N6. After one evening of studying the Rustation renderer by simias and PSX GPU docs, I had a decent idea of how it worked. Many hardware features of the N6. Perspective correctness no W from GTETexture filtering. Sub pixel precision on vertices wobbly polygons, weeMipmapping. No programmable texture cache. Depth buffering. Complex combiners. My goal was to create a very accurate HW renderer which supports internal upscaling. Making anything at native res for PSX is a waste of time as software renderers are basically perfected at this point in Mednafen and more than fast enough due to the simplicity. Another goal was to improve my experience with 2. D heavy games like the Square RPGs which heavily mix 2. D elements with 3.
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November 2017
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