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Attempt to compile shaders asynchronously #2775
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First reaction is, "Why?" |
Games like Banjo Tooie are stutter fests because they have thousands of shaders. |
I'm interested in this branch, how could I try it? |
You can try my fork: https://github.com/Jj0YzL5nvJ/GLideN64/actions/runs/12737353428 Keep in mind:
Good luck |
Oh, I didn't remember that threaded video only works on Linux, I use Windows 10. Thanks, I already have it downloaded anyway, do you know if it's possible to get threaded video working on Windows? Or, is it possible to make shaders work asynchronously without the need to use the threaded video option? Thank you! |
I can't say for sure if it works on Windows or not. The code itself has nothing Linux-specific. Some older versions of PJ64 can crash when this option is enabled. Newer versions do not crash. Mupen64plus based emus work too. I don't see any difference in performance though. |
From what I've been testing, in Project64 activating "threaded video" does not crash but I don't notice any difference when it is activated or deactivated, so I don't know if that option works well. I still have stuttering problems, as I mentioned before, one of the most notable is the case of "Beetle Adventure Racing", you don't need to enter to play, just by watching the intro you can see the stuttering. Once the intro is over (and the shaders are cached), if I restart the game the stuttering disappears completely. |
mupen64plus/mupen64plus-core#769 I have only tested it with |
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