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New features of next Chankast (speculation)

loopsider

New member
MasterPhW_DX said:
That's the thing... you can overclock your console on a lot of sites.
A good example; I overcloked my N64 myself and PD and GE work without any slowdowns, so why not overclocking an emulator?

I was mainly referring to project 64. if you could OC the n64 emulated CPU, would that not fix slowdowns in games like Extreme-G, Toy Story2, Re-volt, Mission Impossible, Jet Force Gemini, and others?
I know it's emulated slowdown because my VII/s stay at 60. And taking of FPS limiter takes it to 120 FPS at a constant except in areas of slowdown.

Just a thought
 

Athiril

New member
You can overclock/set the cpu frequency in kawaks.

Here are future *suggestions* to the developers for a *mature* version, when I'm sure it'll be more efficient.

Render through D3D/OpenGL (if not already), while allowing user to turn on FSAA, antisotropic filtering, and those other things, (not through the emulator, but through the control panel etc).

Allow higher resolutions, and have an option that can be turned on that will "improve" geometry, ie: when processing the geometry, like increase polygons, and smooth it out etc, they have a special name for it i think, this would use more cpu...

Also, implement a Kreed 2xSai etc filter, that can applied to the end image (when using higher resolutions etc), or applied to sprites (good for games like MvC2 etc), and applicable to textures before they get loaded into memory.

Have an option when you can scale the textures used in size before loading into memory, ie: twice as big, and then run a kreed or anti aliasing or custom filter over each texture, would be good for higher resolutions, wouldn't use more cpu, just increase load time, and use more memory, as it'd do this as the game loads the textures, not while rendering and textures are in memory.
 

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