Viata
Arcane
Those boobs also scale up quite well.
Well, on the other hand, we have two very good emus for the "current-gen" console, for the first time in history. And for the console with some decent exclusives, too.
Also: this is what you get when normies can support emu devs with patreon money: they support the projects they're the most interested in.
I still remember innocent days of Callus95, UltraHLE and VGS, when nobody was making money off emulation. But that was over 20 years ago, the times they are a-changin'.
Being able to change framerate speed is the reason I go for emulator always. I can't play JRPG anymore if I can't increase the speed of framerates.In the few last years I played way more games on emulators than natively on PC. Through emulation I discovered an universe of games that I missed when they came out.
Even now, if there is a native version for PC, I am still tempted to play the game via emulators, for convenience alone: no drm, easy keeping (the game is just a single file you can put an run where you want, without installation), simple cross-games configurations for video/sound and controllers (if the PC game is a port of some console game, chances are that the keyboard+mouse configuration is abysmal in the native version), flexible graphics upscaling, savestates (modern games seems to have abolished the old PC save everywhere feature for some reason, but I love when I can stop playing and resume the game exactly where I left, even in the middle of a cutscene), etc., etc.
Yeah, Metroid Dread cutscenes run at 30fps.Sadly it doesn't seem to be possible to use savestates for Yuzu and Riujinx, the emulators for the Switch.
Speaking of: I tried Metroid Dread and it seems it works well, although the button disposition is a bit odd, but it's a matter of getting used to. However, I noticed the game drows FPS during cutscenes, but gets at 60 during regular gameplay. I suppose that's normal, right?
Sadly it doesn't seem to be possible to use savestates for Yuzu and Riujinx, the emulators for the Switch.
Oh yeah, don't worry. Like I wrote above, completion is the main goal. That said, I am learning as I go so taking shortcuts will end up doing more harm than good in the long run. The more I learn during this project, the easier future projects will be since I'll have the tools and knowledge already.Looks amazing, but you should also add those tutorials, finding and rest of helpful information in this thread (you can always use spoilers) in case somebody else decides to do an upscaling project.
Not sure how exactly these retextures work, but I would recommend you to stop acting like a full blown autist and go with the option that is barely acceptable for the least amount of work and then simply publish your mod (raw data and packaged alike) so people can play and enjoy it. Perfectionism is more often a flaw rather than a virtue and the main culprit behind overambitious and unfinished projects. Most Codextards like to make fun of any little unpolished detail in commercial games, but if anyone actually tried to meet those standards most games would never see the light of day. Good luck either way.
Very nice. It shouldn't come as a surprise that clean, pixelated art is easy to work with.
Benefits of Project ART
The feature-set of Project ART includes the following:
Native Resolution Scaling:
Upscaling (2x, 3x, 4x, 5x, 6x) and Downscaling (0.5x, 0.75x).
FXAA Pre-filtering Pass
Fixed various bugs introduced from the Texture Cache Rewrite (TCR).
Window Adaptation Filters