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moving the window + main color window clipping into the bg/oam/mode7 rendering routines themselves, I was able to greatly simplify the most complicated part of rendering: the final pass where color add/sub effects are applied. As a result, the new PPU core is not only ~35% faster (on graphics intensive screens, even faster on simpler screens), but more accurate as well. Awesome. In celebration, I´m releasing bsnes v0.008. I can actually run all games I have at >60fps on my Athlon 1.67ghz PC. Probably not something to brag about, though ... Oh, and I also updated the keyboard polling code to only capture keypresses if the main window has focus. I´ve been meaning to do this for the better part of a year now, but never got around to it. If, for some reason, you still want to use the old renderer, you can uncomment the first line in src/ppu/bppu/bppu.h and recompile the emulator yourself. Or you can use v0.007a, I´ll leave it up for a bit.
27 lines
715 B
INI
27 lines
715 B
INI
#[bsnes v0.007a configuration file]
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#[video mode]
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# 0: 256x224w
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# 1: 512x448w
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# 2: 960x720w
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video.mode = 1
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#[video memory type]
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# true: video ram (VRAM)
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# false: system ram (SRAM)
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#
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# VRAM results in the image being stretched in hardware,
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# which is generally much faster, and automatically adds
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# bilinear filtering (if the card supports it).
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#
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# However, some video cards end up taking a major speed
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# loss when this option is enabled. It is also the only
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# way to guarantee that the output image will not be
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# filtered.
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video.use_vram = true
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#video.use_vram = false
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#[show fps]
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# true: show fps in titlebar
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# false: do not show fps in titlebar
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#gui.show_fps = false
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