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What do the Block Size, Branch Optimisations, Literal Optimisations and Fast Memory settings do? Note that this is not available in gyro mode, because there this button is used for recalibration. Optimisations to make 3D rendering faster are together with a new GUI on my list as well, but one step at at time.īy pressing either ZL or ZR depending which button is used to do a touchscreen click (which depends on whether Left handed mode is enabled in the Input settings). A bunch of fixes, optimisations and features I can't remember because I'm too unorganisedĪs I've already described in the old thread, sooner or later DSi and wifi support will be added to this port (the first was recently merged into master, the latter is thanks to the improved indirect wifi mode now possible on switch as well).This isn't really that noteworthy, but in 30 FPS games every second (3D) frame is now skipped automatically.Alternative ways to give touchscreen inputs, including my (unironically besides using the real touchscreen) favourite mode: motion control.Misc improvements to the GUI (the rom directory isn't hardcoded anymore, a melony color scheme.Special thanks go to fincs and where we're at it also to the the other devkitpro and libnx people like yellows8 and Wintermute!

Deko3d not only has less overhead, but this also reduced the binary size significantly.

The GUI is now rendered using deko3d instead of OpenGL (using mesa).Start at making geometry submission faster.This also should resolve all previous issues with Literal Optimisations Fast memory emulation by mirroring virtual memory so that it has the same layout as on the DS.Thus a lot of smaller things have been accumulating: I wanted to make this release already multiple months ago, though always something came into my way, whether it was some feature I wanted to finish or later me loosing seeing it as pointless when a Drastic port will happen sooner or later. Since a lot of work went into the GUI there aren't many new optimisations in this release, but this will change for the next one! The controls have been changed, pausing is now done by pressing ZL and ZR at the same time. It's been a long while since the last release, but we're finally here! It has a completely new GUI, DSi support and of course a bunch of bug fixes and smaller additions. In the future there's the possibility for some enhancements like high resolution rendering with less issues than the OpenGL renderer currently has (I'm sure yet whether Switch can handle this, so don't get your hopes too high on this).įor older versions look inside the spoiler.īug fixes, also the overclocking option was readded.
RETROARCH SWITCH PORTRAIT MODE SOFTWARE
Instead it's basically the good old software rasteriser but translated to run on GPUs thus ideally it should have the same pretty amazing compability.īoth the new 2D and the new 3D renderer are implemented using deko3D for minimal CPU usage compared to OpenGL, though I want to port both of them back to OpenGL for desktop melonDS. The 3D renderer doesn't use the builtin triangle drawing functionality melonDS's OpenGL renderer does, thus it doesn't have issues like it ( penGL). This release is a big one, because we finally hit fullspeed in most games including 3d ones! This is all thanks to the new 2D and 3D renderers which run on your Switch's GPU (which previously was only used for the GUI and putting the video output onto the screen) instead of CPU. Just a few bug fixes (the pendulum on the title screen in Chrono Trigger, several things in Mortal Kombat and a freeze in Pokemon Platinum, likely also in Diamond/Perl).
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