- Joined
- Jan 2, 2020
- Messages
- 1,414
I think I found a simple fix for perfect smoothness, thank you for all the help so far!
The last time I experienced this immensely smooth gameplay (without the slightest hickup every few 5 min or so)
was in 1990 or so. The graphics now is silky smooth forever, which I find this pretty amazing
The next for me will now to look into handling general *resolutions* on different phones and to implement a palette shader.
I might also try to make the shader so that it can key out one or two colors (making them transparent),
which could be handy in some games. Any ideas what else to add to it?
Here's a nice one of the collection of shaders that I'm experimenting with right now.
I added subtractive mode to Cerberus-x so masking and stencilling is possible already (and you can do it with % alpha, without the restrictions of regular Open GL's binary stencilling), but making colours transparent would be nice I think.
Cerberus:
' Lock to vertical blanking
SetSwapInterval 1
SetUpdateRate 0
The last time I experienced this immensely smooth gameplay (without the slightest hickup every few 5 min or so)
was in 1990 or so. The graphics now is silky smooth forever, which I find this pretty amazing
The next for me will now to look into handling general *resolutions* on different phones and to implement a palette shader.
I might also try to make the shader so that it can key out one or two colors (making them transparent),
which could be handy in some games. Any ideas what else to add to it?
Here's a nice one of the collection of shaders that I'm experimenting with right now.
I added subtractive mode to Cerberus-x so masking and stencilling is possible already (and you can do it with % alpha, without the restrictions of regular Open GL's binary stencilling), but making colours transparent would be nice I think.
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