![]() This results in even games that run at just 2x native resolution looking significantly better than the same resolution running on an HLE RDP renderer. Super Mario 64 running on ParaLLEl RDP with 2x internal upscale This means that even though our internal resolution might be 1024×896, this will then be further smoothed out by this aggressive AA postprocessing step. ![]() As part of this interface’s postprocessing routines, it automatically applies an approximation of 8x MSAA (Multi-Sampled Anti-Aliasing) to the image. ![]() As said before, unlike so many HLE renderers, ParaLLEl RDP fully emulates the RCP’s VI Interface. Now, here comes the good stuff with LLE RDP emulation. When you set resolution upscaling to 2x, you are multiplying the input resolution by 2x. You can upscale in integer steps of the base resolution. The graphics output you get is unlike any HLE renderer you’ve ever seen before for the past twenty years, since unlike them, there is full VI emulation (including dithering, divot filtering, and basic edge anti-aliasing). ParaLLEl RDP is the world’s first Low-Level RDP renderer capable of upscaling. Many users indicated over the past few weeks that upscaling was desired. So something rendering at native resolution, while obviously accurate, bit-exact and all, was seen as unpalatable to them. It quickly became apparent after launching ParaLLEl RDP that users have grown accustomed to seeing upscaled N64 graphics over the past 20 years. ParaLLEl RDP Upscaling Jet Force Gemini running with 2x internal upscale This combined with a dynarec-powered RSP plugin has made low-level N64 emulation finally possible for the masses at great speeds on modest hardware configurations. For the first time, the very CPU-intensive accurate Angrylion renderer was lifted from CPU to GPU thanks to the powerful low-level graphics API Vulkan. ParaLLEl RDP this year has singlehandedly caused a breakthrough in N64 emulation.
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