![]() ![]() When testing the buildbot's windows builds, everybody seemed to be getting better performance with the MSVC build compared to gcc/clang, so we decided to use MSVC for it. ![]() The libretro port strips out some things (e.g debugger-related functions), but it's still a bit buildbot's core is built with MSVC, so you might get a different result when building w/ msys2 (LTO does make a big difference, too). Standalone Mesen being a bit faster is expected - the standalone splits the processing for the final picture into a 2nd thread, and is optimized by PGO (which gives a 10-20% perf boost). NestopiaUE (Undead Edition) is a popular NES emulator that was first released in 2010. At the very least, I would need a RPi3 myself to be able to test how the performance varies based on code changes in environments with small CPU cache & comparatively slow memory. Boosting performance by ~100% would be a bit hard. Between the very small L2 cache & low clock speed on the RPi3, it's slower than desktop CPUs from 15 years ago for a lot of things. This includes support for new platforms, and bug fixes in. Nestopia UE (Undead Edition) is a fork of the original source code, with enhancements from members of the emulation community. Nestopia is a portable NES/Famicom emulator written in C++. If you have any specific save state that seems to be causing this often, attach it here and I'll try it out on my end.įYI, my fix also caused an issue where changing aspect ratio/region/overscan settings won't properly update (needs a restart of the core in-between) - I'll fix it sometime tonight.Īlso, thanks for testing on the RPi3 - that's pretty much what I expected. Nestopia UE a Nintendo - NES Emulator on the Windows platform << Go to Nintendo - NES emulators list. Is it possible that the save states you were trying to load were taken from a previous build of the core? I did something related to save states yesterday to fix netplay in retroarch. I also tried loading tons of save states from a few different games, but wasn't able to get it to crash. If you use windows, you can type 'joy.cpl' in the start menu to access the windows gamepad manager. A build with the changes should show up on the buildbot in the next few hours. If your gamepad its recognized by the operating system, the Nestopia UE will identify it too. So it should use up a lot less GPU RAM, and hopefully this will fix the performance issues, as well as the issues regarding shaders. I've changed this to alter the resolution as needed when options change, instead. But it turns out that doing so eats up a large about of GPU memory, and probably has an impact on performance on lower-end GPUs (my GTX 1070 doesn't seem to care too much about it, even at 30x resolution, though). Windows: Nestopia v1.40 Binary Nestopia v1.40 Language Pack (last updated 21 June 2008) Nestopia v1. Thanks for testing! I think I found the source of the performance issue - I had hardcoded the "internal" resolution to be 2560x2400 to be able to support up to 10x size hd packs without resetting the video subsystem, etc. ![]()
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