View Full Version : possible to speed up Glide 64?
Van Halen Man
June 4th, 2007, 02:14
Is there any way to make glide 64 run faster?
Iconoclast
June 4th, 2007, 02:20
Depends on the game you're playing for one thing.
Also depends on your system. If you got some specs and info about your computer to post here, that would help determination of this answer.
I'm sure legends got a nice set of preferences for various Glide64 wrappers as well. ;)
Van Halen Man
June 4th, 2007, 02:44
Well lets see here:
OS: Win xp (home)
Processor: AMD Athlon 64X2 Duel core processor 3600+ 2.0 GHz
Memory: about 1 gig
gfx card: NVIDIA GeForce 6150 LE 256 MB memory
that is all I can think of to post
edit: Oh yeah, and the game I need it for is Perfect Dark (for the IR scanner)
mudlord
June 4th, 2007, 02:54
If you give me some time, I might make a optimized build for you.....
Van Halen Man
June 4th, 2007, 02:56
uhh, give you some what?
oh woops, i didnt see "time" there. heh
mudlord
June 4th, 2007, 02:57
(whoops double post)
Van Halen Man
June 4th, 2007, 03:00
Yeah sorry about that, I didnt see it there for some reason. oops
Edit: heh, something keeps happening while I am typing my edit or post and then I have to edit it. HEH
Legend
June 4th, 2007, 07:18
Well, first make sure what you're using is from my post. Second, enabled HWFB. Third, make sure your not using any "wrapper" filters and a res. below that of 1280x1024. Fourth, try using CF=2. If still unhappy, you can use Jabo's 1.6 (or perferably Jabo's 1.7), you'll get better FPS with FB effects but not the accuracy or all the FB effects supported as with Glide64. Try 1964. Watch your opengl settings as they also will affect your performance. Or wait to see if Mudlord can optimize this a little. :icecream:
Gonetz
June 4th, 2007, 08:50
I guess, you want special effects in Perfect Dark, like spycam or IR scanner, run faster, because everything else should work with decent speed on your system. Well, first, be sure that "motion blur" and "hardware frame buffer emulation" options are enabled. If it's still slow, click "wrapper" button, and in wrapper's settings enable "use framebuffer objects". Use 1964 for Perfect Dark.
mudlord
June 6th, 2007, 01:16
okay, I'm back....
Van Halen Man, try the attached wrapper. It was compiled with MSVC2005 with maximum speed optimizations (its a optimizing compiler, just like ICC). Also, several tweaks were done on the inner loops of the texture/FBO HWFBE copying techniques (no texture cache changes were done, since ziggy now fixed the memory leaks completely)....
For this to work best, you must enable "use framebuffer objects". This was tested with
- Mario Kart 64 (full speed "read-every frame")
- Banjo-Kazooie (same as above)
- 1080 Snowboarding (makes a large difference...See for yourself...)
- Bomberman 64 (same as above)
A.I.
June 6th, 2007, 02:53
Help! I tried this plugin and i got missing or invalid plugin and then when when i put back my original glide dl i got the same message!
mudlord
June 6th, 2007, 03:13
okay, for this wrapper, you must have the newest MSVC2005 runtimes installed (the SP1 ones, not the "normal one"
A.I.
June 6th, 2007, 03:17
MudLord how do i get it back to how it was please do i need to uninstall glide wraper?
mudlord
June 6th, 2007, 03:31
Well, you could try removing the plugin and its INI file, and then recopying them back. The wrapper uses the Windows Registry for settings, so you need to find a "GlideWrapper" registry key, and delete it, if you want the settings back.
A.I.
June 6th, 2007, 03:40
As a Noob where bout is it in the registry? And i also reinstalled glide wrapper and deleted glide dll and ini and replaced it with a back up and all is well until i tried to open wrapper option in graphics and i cant open it!!! Also when i exit full screen it crashes!
mudlord
June 6th, 2007, 04:13
As a Noob where bout is it in the registry?
It should be in either one of the following branches:
HKEY_LOCAL_MACHINE
HKEY_CURRENT_USER
And i also reinstalled glide wrapper and deleted glide dll and ini and replaced it with a back up and all is well until i tried to open wrapper option in graphics and i cant open it!!! Also when i exit full screen it crashes!
Oooo..Weird.
Never encountered probs like that. Though, I haven't tried testing full-screen changing with the optimized build...
A.I.
June 6th, 2007, 05:53
It should be in either one of the following branches:
HKEY_LOCAL_MACHINE
HKEY_CURRENT_USER
Oooo..Weird.
Never encountered probs like that. Though, I haven't tried testing full-screen changing with the optimized build...
No, that's with glide wonder++!!! I deleted the optimized plugin.
And you know what is even weirder? Fbe is working!!!
Edit: Where do i get the latest MSVC2005 runtimes and how and where do i install it?
mudlord
June 6th, 2007, 06:04
No, that's with glide wonder++!!! I deleted the optimized plugin.
And you know what is even weirder? Fbe is working!!!
Is it just me or do I sense a great deal of sarcasm here....:whistling
Updated MSVC2005 runtimes are here. (http://www.eluni.net/downloads/vcredist_x86/vcredist_x86.exe)
Legend
June 6th, 2007, 07:59
okay, I'm back....
Van Halen Man, try the attached wrapper. It was compiled with MSVC2005 with maximum speed optimizations (its a optimizing compiler, just like ICC). Also, several tweaks were done on the inner loops of the texture/FBO HWFBE copying techniques (no texture cache changes were done, since ziggy now fixed the memory leaks completely)....
For this to work best, you must enable "use framebuffer objects". This was tested with
- Mario Kart 64 (full speed "read-every frame")
- Banjo-Kazooie (same as above)
- 1080 Snowboarding (makes a large difference...See for yourself...)
- Bomberman 64 (same as above)
Hey,
Would you recommend this build over your last release here:
"New Windows build (Based on ziggy's version 11 of his Glide64/wrapper Linux port):
* Added support for 32-bit textures
* Depth bias is completely fixed
Built with Microsoft Visual Studio 2005"
I'll probably not use FBO's as there is more accuracy with it off but overall should this build simply be better than before (speed increases - nothing sacrificed). If that's the case, then this should definetly go in the Glide64 forums. Also, is it still based on ver. 11 also of Ziggy's or his latest? I'll go try it out none the less. Thanks.
mudlord
June 6th, 2007, 08:13
Hey,
Would you recommend this build over your last release?
I'll probably not use FBO's as there is more accuracy with it off but overall should this build simply be better than before (speed increase - nothing sacrificed). Is it still based on ver. 11 also of Ziggy's? I'll go try it out none the less. Thanks.
Yes, I would, namely due to the speed tweaks. The main changes this one has over the last one are:
* Tweaks to the texture copying based on info from NVIDIA on optimal texture formats
* Much more aggressive compiler optimizations (basically, the optimizations are turned right up on full speed optimizations, with threading/fiber optimizations, as well as link-time code generation [excludes PGO unfortunately, didnt have time to profile it].)
* Changed the wrapper to use a multithreaded runtime DLL
This is still based on ziggy's latest public code. Its true that accuracy is better with FBOs off, but personally, the main difference with it is with Resident Evil 2 (and there is no simple way to write into the depth buffer using framebuffer objects. Ziggy's method overcomes this,).
Basically, no sacrifices are made. No tex cache changes are made, which means memory usage should be fine and it should fluctuate and not leak at all, since I didn't touch the texture caching code at all.
A.I.
June 6th, 2007, 08:25
Is it just me or do I sense a great deal of sarcasm here....:whistling
Updated MSVC2005 runtimes are here. (http://www.eluni.net/downloads/vcredist_x86/vcredist_x86.exe)
Thank you for runtime downloads. I need to know, they are meant for Windows XP, aren't they? And they won't screw my computer up?
And no i wasn't being sarcastic, Mudlord (i would have added a smirk smiley if i was). Fbe is now inexplicably working, well for CBFD anyway. Don't forget, my system is WEIRD! :)
mudlord
June 6th, 2007, 08:30
Thank you for runtime downloads. I need to know, they are meant for Windows XP, aren't they? And they won't screw my computer up?
And no i wasn't being sarcastic, Mudlord (i would have added a smirk smiley if i was). Fbe is now inexplicably working, well for CBFD anyway. Don't forget, my system is WEIRD!
Nah, its cool :). The runtimes are meant for XP. And no, they won't stuff your computer up, they are official download packages by MS (except, its on Doom's server).
And I won't forget your system is kooky when it comes to OGL things in future....;)
Legend
June 6th, 2007, 09:10
Yes, I would, namely due to the speed tweaks. The main changes this one has over the last one are:
* Tweaks to the texture copying based on info from NVIDIA on optimal texture formats
* Much more aggressive compiler optimizations (basically, the optimizations are turned right up on full speed optimizations, with threading/fiber optimizations, as well as link-time code generation [excludes PGO unfortunately, didnt have time to profile it].)
* Changed the wrapper to use a multithreaded runtime DLL
This is still based on ziggy's latest public code. Its true that accuracy is better with FBOs off, but personally, the main difference with it is with Resident Evil 2 (and there is no simple way to write into the depth buffer using framebuffer objects. Ziggy's method overcomes this,).
Basically, no sacrifices are made. No tex cache changes are made, which means memory usage should be fine and it should fluctuate and not leak at all, since I didn't touch the texture caching code at all.
Appreciate the information. Since I use your wrapper for all my N64games, any slight enhancement is always welcomed. :) I will use this build from now on and I'll use FBO's until I see any issues and update my sig. Now go put it over in the Glide64 forums; that place has needed a little life lately. :sorcerer:
mudlord
June 6th, 2007, 10:31
Now go put it over in the Glide64 forums; that place has needed a little life lately.
Hmmm, it seems we needed a optimized build over there anyway based on ziggy's new code :). Around release time, Gonetz might do a ICC compile anywayz..
Okay, updated optimized build is there.
A.I.
June 6th, 2007, 13:15
The new ms runtimes has greatly improved my computer's performance!
:w00t:
O.K. i got my shit together and put my dll's in the right place (it been a while since i last changed them so i got em mixed up) and im not getting errors but get this - when i delete the glide3x.dll from the PJ Directory i get FBE!!! When glide3x.dll is in Pj64 directory i dont get FBE. And it crashes when i exit full screen. Weird! Why is this?
mudlord
June 6th, 2007, 15:06
The new ms runtimes has greatly improved my computer's performance!
Hmmm, sure not what your experiencing is a great deal of placebo...? ;)
Updated MSVC runtimes (comes with Visual Studio 2005 SP1 for me), don't make any difference in overall system speed for me...
when i delete the glide3x.dll from the PJ Directory i get FBE!!! When glide3x.dll is in Pj64 directory i dont get FBE. And it crashes when i exit full screen. Weird! Why is this?
Well, I don't have the answers to all your questions dude. I haven't tested this build in full screen yet, I only compiled it today, and I'm too tired atm to do checks on it (11:04PM here)...but it seems weird that when its deleted you get working fbe.....thats odd, to put it in the slightest. I'm not awake enough to do tech support atm....maybe later....
Trotterwatch
June 6th, 2007, 16:00
Have you another Glide3x.dll in Windows/System32 by any chance? If so that'll be why, it's using that one when you deleted the one in the PJ64 folder.
Unless I've misunderstood the issue which is quite possible.
A.I.
June 7th, 2007, 07:36
Have you another Glide3x.dll in Windows/System32 by any chance? If so that'll be why, it's using that one when you deleted the one in the PJ64 folder.
Unless I've misunderstood the issue which is quite possible.
Yes, you are right, Trotterwatch! I have glide2x.dll and glide3x.dll in the Windows folder. What should I do? I tried deleting the glide2x.dll but no result. Should I delete glide3x.dll too. It should be in the PJ64 directory, yes? Which i did have before i deleted it as i thought it was OK to be in windows directory, maybe...I have no idea how both of them ended up in Windows folder. I am clueless...
All i want is glide to be fixed and play CBFD without errors.
Legend
June 7th, 2007, 08:17
Get rid of all that junk in the Windows folder and just have Mudlord's in the emu folder. It essestially works the same but it's easier to manage the wrapper with it close by (along side the emu). I think whatever is in the Windows directory is looked at first and if not there it will look in the folder with the exe but I'm not sure. Something you installed probably put those files in the Windows folder. GET RID OF IT ALL!! :cowboy:
A.I.
June 7th, 2007, 08:53
OK. Done. There is only one glide3x.dll in PJ64 Directory - glide3x.dll 3.30.670. This is the only glide3x.dll that will give me FBE. The problem is when i exit full screen it crashes PJ64.
I tested (nearly) every glide wrapper, new, beta, optimzed, wonderPlus, wonderglide++ and i dont get errors with them now even if i enable FBE but i dont get FBE fx either.
I guess it must be my computer then...
Legend
June 9th, 2007, 20:49
Its true that accuracy is better with FBOs off, but personally, the main difference with it is with Resident Evil 2 (and there is no simple way to write into the depth buffer using framebuffer objects. Ziggy's method overcomes this,).
Looks like Lego Racers also does'nt work with FBO's ON (though it did back in Hack's last release). The opponent cars are now transparant, so FBO's OFF is needed to play the game. I think I go back and use this as the default, god knows what else might be broken.
ziggy
June 9th, 2007, 21:00
Looks like Lego Racers also does'nt work with FBO's ON (though it did back in Hack's last release). The opponent cars are now transparant, so FBO's OFF is needed to play the game. I think I go back and use this as the default, god knows what else might be broken.
Hmm, it works with my build of the wrapper.
Does mudlord's build improve performance noticeably ? I'm a bit surprised, the wrapper doesn't do anything very CPU intensive. Furthermore, GCC 4.x (the compiler I'm using) is quite good at optimizing.
Legend
June 10th, 2007, 05:08
I just tried your RC4 and it works the same way. In fullscreen, FBO's makes the other racers transparant when close and with FBO's off, the opponents NEVER disappear.
And to be honest, I have seen no speed increase (hate to tell ya Mudlord). I looked at Perfect Dark's night vision effect and 1080 and several other games and saw no FPS increase. Maybe on a lower end system, these increases can be seen, just not on my system I guess. =]
ziggy
June 10th, 2007, 05:28
I just tried your RC4 and it works the same way. In fullscreen, FBO's makes the other racers transparant when close and with FBO's off, the opponents NEVER disappear.
Ok, I haven't tried under a real win32 OS, only with wine under linux, maybe that's the reason I don't see the problem. How exactly is it transparent ? Do you have a screenshot ?
mudlord
June 10th, 2007, 05:32
And to be honest, I have seen no speed increase (hate to tell ya Mudlord). I looked at Perfect Dark's night vision effect and 1080 and several other games and saw no FPS increase. Maybe on a lower end system, these increases can be seen, just not on my system I guess.
Hmm, in any case I notice them on mine.
In any case, I posted up the updated MSVC2005 projects. :).
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