Jump to content
LaunchBox Community Forums

Lordmonkus

Members
  • Posts

    11,556
  • Joined

  • Last visited

  • Days Won

    76

Everything posted by Lordmonkus

  1. At least you have narrowed it down and they acknowledge there is a problem. I know this means nothing to the discussion but just for reference I use a FiiO USB DAC as my sound card without issues.
  2. Here's my GPU usage running in BigBox mode, I have a GTX 970. This is using the coverflow view with all the boxarts and even videos playing. Scrolling was smooth along with switching systems, I was even switching to systems with the most games such as NES, Genesis, Snes.
  3. To the people with issues I have to wonder what sort of software you have running in the background that could be eating up ram and cpu cycles ? I will not comment on the beta version because I am not using it. But I will say that if you are running the non beta stable release and you are running into slowness you have to be having something else running to slow down the performance of Launchbox. I know that Launchbox is not the fastest and most light weight front end out there but it is by no means as slow and sluggish as some people here in this thread are saying. I have posted the specs of 2 computers I have running LB and one is quite obviously old and slow and LB runs just fine. Please open your task manager and look at your systems ram and cpu usage. Just for reference here's my task manager with ram and cpu usage with Launchbox and Firefox open.
  4. Nice guide, added link to it in the Guides & Tutorials sticky found here:
  5. No problem The thing to remember is that if a game is working at all just using the emulator then 99% of the time if it's not working through Launchbox it's a simple setup issue. Of course there is always gonna be those really oddball emulators that just don't like anyone and refuse to play nicely, lol.
  6. I think I might see the problem. Above in your first screen shot you have the game in the platform "Nintendo Famicom" but in your "Associated Platforms" there is no platform for the "Nintendo Famicom" Add that platform with the appropriate command line parameters and you should be good to go.
  7. @frootloopCould you post a screen shot of your "Associated Platforms" tab ? Because if it is working when you manually add the line in the "Custom Command" box it should be working if your associated platforms window is set up correctly.
  8. Sorry I cannot explain why the NstDatabase.xml is suggested. I won't say it is needed because it isn't but it does help with getting more compatibility. There are posts about it over on the Retroarch forums about it. There are no other cores that I know of that needs any sort of xml files to get full functionality out of them but obviously there are some that need bios files such as the Famicom Disk System.
  9. The only other way I know of is by using Retroarch and it's bezels and borders. I am not a bezel user myself though, I find them distracting.
  10. Yeah, Vulkan and the Slang shaders are early so were stuck with what we got for now. Try out the lottes shader if you haven't already and see what you think. I have used the Royale as well and it looks pretty good, I had a couple of screen shots on that other thread but they don't look as good in shots as they do in motion.
  11. Yeah, you are right it's not very user friendly at all and for me the tradeoffs in usability and the limitations of the modules make it not worth it for me. That's just me though.
  12. Oh geez that's a tough one because it's not just the Launchbox sounds but also the games sounds and that's on the emulator and not Launchbox. You may be able to pull something like what you are asking using Virtual Audio Cable and / or some extra audio software. If the emulator detects and allows you to choose other audio devices this may be achievable. Beyond that though I have nothing to offer.
  13. Slang are the only shaders that work, they are written for the Vulkan API. Shaders are being converted but apparently from what I have read over on the Retroarch forums the conversion tool doesn't fully work so there is some manual work that has to be hand done. And of course since we are now up rezzing by pretty significant amounts that has a big impact on how shaders look. The screenshots I posted earlier are using the Lottes shader.
  14. Yeah the way RocketLauncher achieves all of its extra functionality is through its "modules" and that is something I really dislike. It really locks you into a very specific way of doing things and requires a great deal of extra maintenance on the back end especially when new emulators or even new versions of emulators come out and changes how it does things.
  15. Yeah who knows, maybe it's a system by system thing with video cards, O/S and drivers.
  16. I had to use the nightly, the stable build I had installed for the N64 Vulkan core didn't work.
  17. On the plus side though, I can now go back to experience and enjoy FF VII completely fresh Same with IX which was another game I really couldn't bear to look at but now it looks amazing.
  18. Those small screen shots are not at all what it looked like blown up on a TV with the Playstations "wobbly" textures, thankfully we now have PGXP to fix that issue
  19. It might be a little unfair, ill admit that and I definitely will admit I missed out on some great games in terms of gameplay. But those were my feelings at the time, I would have preferred they just continued doing sprite art versus jumping all over the polygonal art style until the 64-bit generation when the hardware was a bit more capable.
  20. Now this doesn't look too bad at all. Yeah the character models are a blocky but overall I can tolerate it. It's nice and clean and crisp and detailed instead of a massive pixelated blob that just burns my eyes like it used to back in the day.
  21. Well like I said, I am going to take a new look at FF VII. I think the issue for me back then was this. I felt that the early 32-bit polygonal graphics were a big step backwards even though technologically it was a huge step forward. I grew up playing games on the Atari 2600, Commodore Vic-20 and 64 so I had no problem dealing with bad graphics and using my imagination. But then came the NES and later the SNES and made the graphics looks amazing (for their time). With FF VI thing's were so detailed and clear and I loved it. Then came the early polygon days and we were right back in the abstract 2600 graphics but instead of blocky sprites, it was blocky polygons, it really did feel like a big step back to me. This was also during the birth of 3D accelerated graphics cards so I could run my Quake at 800x600 with anti aliased graphics instead of 240p non floating point rendered shit on a TV.
  22. That's the thing though, for me it's not a case of the graphics haven't aged well, they were bad to me back then. The Suikoden games are in my collection and in the "to be played" pile. I really did skip the Playstation era. I owned one but I only had it for a couple of months before selling it off. The guy at the game store was shocked I was bringing back Gran Tourismo to trade in after beating it in a week and telling him it was too easy. When the PS1 came out I was really into the PC side of gaming and nothing on the PS1 interested me. Quake and racing Sims like Grand Prix 2, Indy Car 2 and Grand Prix Legends were eating up most of my time. I also still had my SNES and Genesis which I preferred graphically over the awful 32-bit polygons.
  23. Yeah I am sure the music and story are amazing and now with the Vulkan rendering I will download and check it out. Maybe it's time I actually play it or throw it in the backlog pile of "to play" games, lol.
×
×
  • Create New...