Only a small chunk of the Vita library utilizes this powerful part of the API. It includes a powerful ability to do threading with two types of graphics context a) Immediate, which submits drawing commands to driver directly, and b) Deferred, which lets you record commands from another thread, then execute them in the immediate context. ![]() ![]() The GXM API from a high-level view is similar to DirectX 11, with a few additional low level features. Most GXM features map directly to modern desktop graphics APIs. While unfortunately it’s not yet perfect, it’s good enough for the majority of the Vita’s library. Over the last 2 years, the graphics backend of the emulator has gradually improved. Ingame scene from Akiba’s Trip it’s one of the most sophisticated 3d graphics scenes that vita3k can render perfectly. Ingame scene from Persona 4 Golden the foundational works on our renderer and shader recompiler was pushed forward by adjusting to this game. The answer to the question above, will be answered later in the report, with an announcement following… Graphic library (GXM) changes ![]() It’s obvious everyone wants to hear more about what has improved over the last three years. So what happened between this long gap?įirst, let’s get to the report. Many people thought the project was dead, many came to the communication channels like Discord server for an answer. Since the last report, three years have passed, however, from there, no more reports were submitted.
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