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/vr/ - Retro Games

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>> No.9757807 [View]
File: 1.15 MB, 2400x1080, Screenshot_20221216_064511_RetroArch Plus.jpg [View same] [iqdb] [saucenao] [google]
9757807

Honestly, I don't know anymore if it is a problem with the mgba core, the Anbernic RG351V, or the rom itself. So my question: For people who play GBA games on the RG351 family, does it struggle with frame rate drops when some special effects happen?

I have been playing the Pokémon Clover Romhack, and every time a status attack has a a effect applied to the entire pokemon sprite (like a fast rainbow like cycling), it drops from 60 to 53 fps and the sound starts cuts until the effect is over.

I though it was the Anbernic, or maybe ArkOS not being great. I copied the savegame to the phone, a Galaxy A52 with 6 times the ram of the rg351 and a much better GPU and... same situation. I don't know if the romhack is attempting a graphical technique that was not possible on the original hardware and what I'm seeing is accurate emulation.

>> No.9709585 [View]
File: 1.15 MB, 2400x1080, Screenshot_20221216_064511_RetroArch Plus.jpg [View same] [iqdb] [saucenao] [google]
9709585

>>9708451
With that screen size, shaders are not that necessary (at least for Mega drive and PSX), but they would help with Snes games when using a 4:3 aspect ratio.

The Advantage a good smartphone paired with a mobile controller has is that it will be able to use most desktop shaders thanks to the resolution. Still, I was probably using fakelotters or a potato shader to avoid draining the battery (which is why I ended getting a dedicated handheld)

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