[...]Everything else are just handles for end-user to choose between speed/quality/compatibility. Different plugins have different handles, it’s normal.
Perfect (ideal) video plugin would have none of them – all settings should be chosen depending on game and user hardware.
For example, if you see Normal Blender in Jabo D3D6, and don’t see it in other plugins, it does not mean that Jabo D3D6 is more advanced. Rather conversely, Jabo’s plugin has an issue, which Jabo can’t fix automatically, so he left you a handle to fix it manually, when you meet it. Other plugins work fine without it (including new Jabo D3D8).
The only criteria of plugin’s advancement are:
image quality – it should have no noticeable glitches
compatibility – number of game and game’s features supported by the plugin
speed
As for your knowledge about frame buffer work – reading of Project64's user manual is not enough to feel yourself a guru. Read something more technical, for example N64 manuals
http://64dev.retroactive.be/allman50/
What did you say here about it is just a funny nonsense.
I didn't say Rice's was more advanced because of just one option. I said it's more advanced because it supports games that no other plugin does and likewise fixes such issues using a wider range of INI configuration options. Glide64 obviously has some unique features in turn; I didn't deny that. I'm only saying to Legend, Glide64 is not the
best graphics plugin, and no plugin is. They are all unique from each other and fix things the others don't. That's why I gave him a list of unique plugin options/features.
Speed? Quality? Compatibility? Don't you agree that those are all good things to have settings based upon for effect? If the speed is slow, some people will get impatient. Texture quality improvement was only a couple of settings I mentioned there, but some textures have considerably issues with smoothing effects. Compatibility...well, if no plugin had that, where would N64 emulation be at today?
Also, you're missing some criteria. What about polyhedron clipping effects?? Some games have this issue where you can just walk right through objects, which is gfx plugin-related in these instances. So, geometry emulation is a facter, too. And object alpha levels? And proper resolution (Gauntlet Legends screwed in Glide64 plugin there)? And proper depth? And being able to see the damn screen without it flickering or just being black for some reason? And many many other things.
And frame buffer is a form of emulation used to simulate the N64 console's screen-texture copying, right? Well, unless you're trying to say the N64 executes exactly like PC rendering software, the N64 does not do frame buffer drawings; it has its own unique instructions. The N64 doesn't emulate itself. And I'll repeat this same paragraph over and over again until you start telling me
why it's wrong, and I'm not losing five hours of my important daily time on reading the site you linked. I have very little free time to spare; post a quote here from it, otherwise, I don't see why you think this is such nonsense without giving a disproof of my conjecture.
I also do not care, simply put, if you think I'm a guru, novice, or some retard who knows nothing about emulation. I'm here to explain a point, and you will either just walk away from it, disproove it, or continue arguing senselessly like this only in futile criticization of everything I say.
Look, I'm in no position to question your programming, but this is English, not C++.
Funny.. neither one of you are in any position to question Gonetz.
And I must agree with him. Iconoclast, you're a moron if you believe the crap you're spitting out.
Being an experienced plugin programmer is irrelevant to knowing the advantages of using other plugins; even a newb who just tests every plugin out there like me for many games can still make very good conjectures with backup. His position as a programmer means nothing as to his use of plugins other than his own. If I'm in no position to point out things that actually don't exist in other plugins, to someone who uses the difference in definition of a setting and a feature as an excuse, why don't you tell me the reason I'm wrong? If you can't, that's just prejudice, because you don't know he's right just because he's a programmer.
It's not in your place to tell us, regular users like you, who may question who around here, your 'high'ness, so mind your own business, kid.
oh btw, Frame Buffer is Frame Buffer, no matter what system its running on, it has nothing to do with Dx or Opengl, or Glide, or Ddraw
its framebuffer effects, no matter what propietry name the rendering solution is called
Ah. Thank you, squall. Alright, then. See, Gonetz, that's all you had to say: Frame buffer is defined by seeing it happening on the screen, not the way it is being processed, what method or whatever.
See? I can admit it when I stereotyped something; we've all prejudged before.