ParaLLEl RDP this year has singlehandedly caused a breakthrough in N64 emulation. For the first time, the very CPU-intensive accurate Angrylion renderer was lifted from CPU to GPU thanks to the powerful low-level graphics API Vulkan. This combined with a dynarec-powered RSP plugin has made ...
paraLLEl-RDP requires up-to-date Vulkan implementations. A lot of the great improvements over the previous implementation comes from the idea that we can implement N64's UMA by simply importing RDRAM directly as an SSBO and perform 8 and 16-bit data access over the bus. With the tile based...
ParaLLel N64 is back with a vengeance, and this time Parallel RSP coupled with Angrylion Plus RDP is the enabling technology for a big performance jump in low-level accurate N64 emulation. Parallel RSP We have released today a new version of Parallel N64 for Windows and Linux that ...
So, the obvious Next Big Thing in N64 emulation was to get rid of this CPU bottleneck and move Angrylion kicking and screaming to the GPU, and this time avoid all of the issues that plagued the initial paraLLEl RDP prototype. Where does that leave us?
Note a couple of things: unlike with any RDP HLE plugin ever, not only can we cross the bridge, but we can do so without the player literally walking through the bridge instead of walking correctly on top of it. High-level RSP up until now has been too buggy to accurately enabl...
RDP emulation status As this is a pre-alpha release, the full transplantation of Angrylion to compute shaders is not yet completely done, although many games already run reliably. Hunterk made a couple of videos of RetroArch running ParaLLEl using RetroArch’s built-in recording feature. ...