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Found: 15 news
[Source: https://www.tweaktown.com/news/114420/first-nintendo-switch-2-emulator-for-pc-is-out-and-it-already-] First Nintendo Switch 2 emulator for PC is out, and it already boots Mario Kart World.
[Source: https://github.com/lonewolf0622/HelixSR] HelixSR is the NVIDIA's DLSS Model E upscaler and experimental DLSS frame generation, focused on older GPUs. HelixSR runs NVIDIA's DLSS Model E network as standard Direct3D 12 compute shaders, without NVIDIA Tensor Cores, an NVIDIA driver, CUDA, or ROCm. It behaves like DLSS: every quality mode from native (DLAA) to Ultra Performance, dynamic resolution. Since 2.0 the same DLL also includes experimental support for NVIDIA's DLSS frame generation in games that have it.
[Source: https://github.com/owenksmith24-tech/RPCS3-PS5-Port-Build-] RPCS3, the PS3 emulator, running natively on jailbroken PS5 consoles. It plays PS3 discs straight from the PS5's disc drive. Built on KB-RPCS3 v0.1.0-alpha. Latest: v1.2.2 Beta. Features: -Plays PS3 discs from the PS5's drive (Redump keys come as a separate download), as well as .iso files, game folders and PSN .pkg files. -The PS5 ejects the disc normally after you play, with no console restart. -Per-game settings. -One-command installer that works over the PS5 Upload app or FTP, with any console IP. -Diagnostic tools: helper and disc probes, log and FPS readers.
[Source: https://github.com/Swordpdf/PS5SX2] PS5SX2 is a port of PCSX2 to the PS5. It runs as a native app on a jailbroken console: PCSX2's recompilers run straight on the PS5's CPU. Its Vulkan renderer draws through a modified version of ps5vk, Mihawk-99's native Vulkan driver for the PS5's GPU (PS5_Vulkan), tweaked specifically for PS5SX2. You pick a game from a cover-flow shelf and play it upscaled on a 4K TV. You change its settings from your phone while you play.
[Source: https://www.techspot.com/news/114177-ps5-pc-project-wants-proton-playstation-passed-milestone.html] Open-source project moves one step closer to letting you run PlayStation 5 games natively on PC. AnyPS5 reaches 100% GPU shader instruction coverage for running PS5 games on PC What we know so far: The open-source AnyPS5 project has taken a major step toward its goal of letting gamers run PlayStation 5 games natively on Windows and Linux PCs. Hosted on GitHub, the project now reports 100% GPU shader instruction coverage, with all 1,166 tracked AMD RDNA 1 and RDNA 2 instructions implemented, thanks to contributions from more than 100 (human) developers alongside AI-generated code. AnyPS5 has successfully decoded the GPU instruction set used by the PS5's "Oberon" SoC, which pairs an 8-core AMD Zen 2 CPU with a custom RDNA 2 GPU. The developers note, however, that only instructions recognized by the decoder were counted, while decoded opcodes absent from AMD's public list were not. More at the source.
[Source: https://www.techspot.com/news/114178-atari-800xl-back-220-retro-machine-real-keyboard.html] The Atari 800XL is back as a $220 retro machine with a real keyboard, HDMI, and a working cartridge slot. More at the source.
[Source: https://github.com/todojuegos67-bot/KytyPS5] New in this build: "Up to 120 fps" in the launcher (off by default). The game renders up to 120 frames a second instead of 60. Movies play faster while it is on. Faster everywhere (see the table): Compute shaders that exchange nothing between lanes run one GPU lane per invocation (about 10% less GPU time in the Tower of Latria). More draws and compute work take the table path, and many smaller savings on the render thread. Fewer hitches: Texture streaming updates only the parts the game rewrote, the precompile also covers the table and native pipeline variants, and the driver cache is saved while you play. Fixes: GPU memory garbage collection never ran (the game presents from the GPU), so video memory use kept growing. Over a session on cards with less memory, above the display's refresh rate every refresh now shows the newest frame. A partial texture update no longer loses the GPU's other bytes of the texture.
[Source: https://github.com/Droid-Deck/DroidDeck] DroidDeck brings the SteamOS experience to Android: Valve's Steam client in Big Picture on your Adreno handheld, with Windows games through Valve's ARM64 Proton.
[Source: https://www.techspot.com/downloads/7902-dlss-5-swapper.html] DLSS 5 Swapper makes it easier to update and swap Nvidia DLSS DLL files in supported PC games, letting users test newer DLSS versions without manually replacing files. Finds your games and installs DLSS 5 Neural Rendering in one click. What's New. Filter by your graphics card. Pick your card in the Community filter - My card is always first - and see only the reviews from people with that same card. Reviews for your games. Switch to My games and the Community page shows the reviews for the games installed on your PC. Open any game in your library and what the community found is right above Install. My comments - everything you reported, in one place. Sort by most recent, most reports or A-Z, and every card shows which APIs its reviews used (#288). Notifications when someone mentions you in the chat, replies to you there, or reacts to your review or your message. DLSS 5 Swapper 2.2.1 brings the app's own control panel into the game. Press F8 and the same panel you see in the app appears over the running game – the real HTML, fonts and sliders, not an imitation – wired to the DLSS Neural Rendering settings that are actually loaded. Headline: the in-game overlay F8 opens the panel in-game. Change the hotkey on the Overlay page; Ctrl / Alt / Shift combinations are supported. Home and Escape stay reserved for ReShade. The game holds still while the panel is open. No mouse or keyboard input reaches the game, so the camera stays exactly where you left it and a slider can be judged on one fixed shot – the same behaviour as ReShade's own overlay. Real controls, not a mock-up. The panel connects automatically to the pinned, hash-verified RenoDX v4.7 build and drives its original settings: Structure Intensity, Tone Intensity, the character mask, NR Style A/B/C, Diffuse White, motion scale and the rest. RenoDX saves them itself. Install it with DLSS. One switch on the Overlay page. Off adds nothing to future installations and removes nothing already installed. Remove overlay only takes it back out without touching DLSS. Updating is automatic. A new overlay build now retires the copy the previous one installed instead of refusing to install over it. 64-bit DX11 / DX12 games with ReShade add-on support. Not NVIDIA's official overlay or SDK.
[Source: https://www.techspot.com/downloads/gaming/] Update the DLSS DLLs for all the games installed on your system.
[Source: https://github.com/Robbbert/mameui] MAMEUI has an inbuilt front-end allowing you to run a game from a list. It requires Windows 10 build 1607, 64-bit or later. What's New: After two long months, MAME 0.289 is ready, and it's an undeniably massive update! But before we talk about emulation, there are a few more mundane things to mention. Our Windows binary releases now include the SDL sound output and joystick input modules. The sdljoy joystick input module now supports game controllers with up to 128 buttons. The Win32 debugger module handles dynamic UI scaling changes. Finally, outputs have been overhauled, improving performance and fixing issues, but you may need to update your configuration if you've got external programs hooked up, and some artwork files may need updating. You'll notice a number of systems and coprocessor cards based around NS32000 family CPUs are now working. If you aren't familiar with it, the NS32000 architecture was one of the first single-chip CPU families with a 32-bit ALU. It used a highly orthogonal instruction set with clear influences from Digital Equipment Corporation's earlier work. In retrospect, it didn't have enough registers, the instruction encoding was too complex, it took them too long to overtake Motorola's 68k family's performance, and bugs in the initial implementation hurt early adopters. But now you can relive its glory days in MAME, running contemporary 32-bit System V UNIX! David Rand, the mastermind behind these NS32000 emulation advances, has also turned his attention in other directions. He's brought the Xerox 820 and Big Board families up to working status, emulated Toshiba CP/M systems, and added the hard disk controller to the Kaypro 10, and more! If you're a fan of Sega arcade games, you'll have lots to enjoy. For the ground breaking Model 1 platform, there are numerous fixes for graphical issues, better collision detection in Virtua Fighter, and the bad bits in the DSP program that were breaking Wing War have been identified and patched. Even NetMerc is in better shape. The very unconventional Flash Beats game is now playable. It has basic internal artwork, but someone sufficiently motivated could have it looking spectacular by creating suitable external artwork. There are also some fixes for games that use the SCSP sound chip. MAME has emulated the EACA Colour Genie EG2000 for quite some time now, but this release adds support for the EACA Genie III, which was released in the same year. There are lots of fixes for issues with the widely-used PowerPC and 68k CPU families, which will benefit a wide range of emulated systems. In particular, more versions of classic MacOS are now running happily on MAME's emulated PowerMacs, and A/UX (Apple's early attempt at merging MacOS and UNIX) boots and runs. Numerous games using NES-like SoCs from V.R. Technology have been promoted to working, including several from Lexibook's Compact Cyber Arcade line. NEC's PC-6001 family have had numerous issues fixed, as well as receiving a substantial update to their software lists. The steady progress on emulating electronic musical instruments hasn't stopped, either. MAMEUI 0.289
[Source: https://shadps4.net/] There are several fixes on GPU side that made one of the exclusive PS4 titles “The Order 1886” going in game. Some users even stated that managed to finish the game in shadPS4 but there are still a few issues to be sort out.
[Source: https://eab.abime.net/showthread.php?t=122632] Beta 16: - Non-CE non-immediate mode blitter speed was almost as fast as immediate (b13) - Restored non-CE mode approximate blitter slowdown due to bitplane cycles. Was temporarily disabled and forgotten when 6.x started. - (Useless) UHRES emulation works again and implemented previously unknown feature: UHRES can WRITE to Chip RAM! (ECS Agnus: BPLCON0 bits 5 and 4, AGA BPLHSTOP and SPRHSTOP bit 15 changes UHRES BPL/SPR dummy DMA reads to writes) Unfortunately written data can't be directly controlled, it is whatever was last written to chip bus. - If program wrote to VPOS causing vpos to never match vsync lines or set impossible programmed vertical sync values, it was possible for UAE to appear like it was partially hung (keeps running, Windows won't report it as hung but for example F12 didn't work). - On the fly screen mode changes didn't always unlock target graphics buffer/texture. - Fixed D3D11 fullscreen -> F12 -> change to windowed or full-window: black screen. - uaenet.device multicast fixes (unitzeroone) - 68030 MMU fixes (slaapliedje) Not-planned-but-ross-experimental-screenmode-test-accidentally-triggered-something-unexpected-so-of-course-it-had-to-be-examined-&-emulated: - Paula DMAL serial line and Agnus internal shift register used to select Paula DMA channels are now more accurately emulated: VHPOSW modification side-effects (almost?) fully emulated. Side-effects are internal shift register getting out of sync with Paula DMAL line, causing wrong DMA channels to be selected (disk DMA slot may become audio slot or vice versa or same slot can get duplicated) or not selecting any DMA channel or causing conflicts. (Not all conditions have been tested yet) - Paula DMAL disk RW bits directly follow DSKLEN WRITE bit state (R=0, W=1). Continuously, even when no disk DMA is active. Only makes a difference when doing above VHPOSW changes. - Paula DMAL bits are included in DMA debugger (Pdx/PDx for disk RW and DMA request bits, Pax/PAx for audio pointer reload and audio DMA request bits) - DMAL cycle allocation is now emulated cycle-accurately. Allocation signal is generated 1 CCK before DMA request is generated (and DMA transfer is finally done in following cycle), same as other DMA channels. VHPOSW modifications can cause DMA conflicts. Only emulated in 68000 CE mode. - Discovered (accidentally as usual) new Copper feature/bug: previously discovered undocumented back to back even cycle dummy load from address zero has a hidden bonus undocumented feature: if Copper DMA is switched off exactly during second even cycle, copper will allocate next copper cycle but no DMA request is generated (Cycle allocation happens 1 CCK before DMA request generation). Result is dummy load from address zero followed by unused allocated cycle. - If next scanline is 2 CCKs or more longer or shorter than previous line, activate lost sync state.
[Source: https://www.techpowerup.com/353259/new-jailbreak-unlocks-nearly-every-playstation-5-model] New Jailbreak Unlocks Nearly Every PlayStation 5 Model. More info is at the source at TechPowerUP.
[Source: https://rpcs3.net/] The RPCS3 developers have found a workaround for a long-standing NVIDIA driver issue, providing up to a 37% performance boost on some configurations. Sample tests have shown approximately a 20-25% FPS boost on specific GPU/CPU configurations. NVIDIA has acknowledged the issue and initiated contact with the RPCS3 team. |