![]() The last subpass then renders shadow volumes for translucent geometry. The second subpass renders all opaque geometry to a temporary color framebuffer, and transparent geometry into a huge pixel linked list. It uses multiple subpasses to compose the final image: the first subpass draws the opaque geometry depth map and the shadows casted on them. The second one is capable of order-independent transparency with per-pixel sorting performed by the GPU. (The Open GL renderer only has around 6000 lines of code.) So what do we get?Īs with Open GL, there are actually two Vulkan renderers: The first one uses a traditional single render pass with per-triangle or per-mesh sorting done by the CPU. Last time I checked, the Vulkan renderer had 47 source files and around 7800 lines of code. The downside of Vulkan is the sheer amount of code you have to write to display just a single triangle on the screen, let alone a full-featured Dreamcast renderer. So you can expect less overhead, more reliability and better performance in many cases. Vulkan works much closer to the hardware than Open GL does. Vulkan is radically different in that everything must be declared in advance, in great details, and there’s very little room for improvisation on the part of the driver. And when it doesn’t, performance suffers. The downside of this is that the Open GL driver often needs to guess what you’ll do next and he might not guess right. You just throw stuff at the driver when you need to and the driver’s job is to figure it out. Open GL is quite permissive and has little declarative constraints. You won’t find this feature in Open GL or DirectX, and you need a pretty recent version of these APIs to be able to emulate it, which means manually sorting individual pixels from back to front and blending them together, and doing this for each visible pixel on the screen! OK, but what about Vulkan?įor those of you who are not familiar with Vulkan, it is a relatively new 3D graphics API, basically a follow-on to Open GL. And even today this is still not trivial to implement even on modern hardware. ![]() But there’s one thing that the PVR2 does really well, and it’s order-independent transparency. You might think it should be easy to emulate such an ancient chip on modern hardware, right? Well … yes for the most part. Now the Dreamcast GPU is more than 20 years old. Successors of the PowerVR2 would later be found in the original iPhone and iPod Touch (PowerVR4), iPhone 4 and iPad (PowerVR5) and many many other mobile devices. The PowerVR2 supported DirectX 6.0, which was the graphics API used by Windows CE games on the Dreamcast. It was one of the first generations of 3D chips, with only a fixed pipeline. The renderer is the emulator component that emulates the Dreamcast/Naomi GPU chip, namely the PowerVR Series2. Update your core later today to get the latest version with the Vulkan renderer! Available for Android, Windows, and Linux.įor more information, read down below… Wait … a new what? Completely open-source, written from scratch, and available later today on RetroArch. Because my custom overlays have artificial scanlines built in, if anyone wants me to make ones without the scanlines so that it would display better on CRT TV's, just ask lol.The first Dreamcast emulator ever to get a Vulkan renderer. This was done on a 16:9 TV, so I'm not sure how it would affect CRT TV's. Select Overlay Preset, choose one of the new overlays I provided in the download load up RetroArch Wii and choose the Game Boy emulator (gambatte)ħb. (otherwise things won't have the correct aspect ratio)Ĥ. Change your Wii and your TV screen settings to 4:3 mode. place the contents in "apps/retroarch-wii/overlays/wii" on wherever you have RetroArch Wii stored (such as an SD card)ģ. download the "border overlays.zip" at the bottom of this post.Ģ. When stretched to a 4:3 aspect ratio (so in my case 640x480), the Game Boy screen portion approximately became 400x308 - but this tutorial has it at 400x300 because that's the only way I could get everything to work, since because of how RetroArch Wii works, the overlay has to be the same aspect ratio as the actual viewport.ġ. I was disappointed when I found out that Gambatte for RetroArch Wii doesn't have Super Game Boy support (both color and border), but with some tricky manipulation of the overlay system, I have found a workaround.įirst of all, the Super Game Boy borders are 256x224 (typical SNES screen resolution), and the actual Game Boy screen portion is 160x144. ![]() I'm a huge fan of using Super Game Boy Borders, to me it just feels wrong to play a GB/GBC game on a TV without a border.
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