{"action":"created","issue":{"url":"https://api.github.com/repos/project64/project64/issues/883","labels_url":"https://api.github.com/repos/project64/project64/issues/883/labels{/name}","comments_url":"https://api.github.com/repos/project64/project64/issues/883/comments","events_url":"https://api.github.com/repos/project64/project64/issues/883/events","html_url":"https://github.com/project64/project64/pull/883","id":126881961,"number":883,"title":"Glide64 change default plugin","user":{"login":"AmbientMalice","id":10704701,"avatar_url":"https://avatars.githubusercontent.com/u/10704701?v=3","gravatar_id":"","url":"https://api.github.com/users/AmbientMalice","html_url":"https://github.com/AmbientMalice","followers_url":"https://api.github.com/users/AmbientMalice/followers","following_url":"https://api.github.com/users/AmbientMalice/following{/other_user}","gists_url":"https://api.github.com/users/AmbientMalice/gists{/gist_id}","starred_url":"https://api.github.com/users/AmbientMalice/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/AmbientMalice/subscriptions","organizations_url":"https://api.github.com/users/AmbientMalice/orgs","repos_url":"https://api.github.com/users/AmbientMalice/repos","events_url":"https://api.github.com/users/AmbientMalice/events{/privacy}","received_events_url":"https://api.github.com/users/AmbientMalice/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":88,"created_at":"2016-01-15T14:22:59Z","updated_at":"2016-01-25T06:00:19Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/project64/project64/pulls/883","html_url":"https://github.com/project64/project64/pull/883","diff_url":"https://github.com/project64/project64/pull/883.diff","patch_url":"https://github.com/project64/project64/pull/883.patch"},"body":"I'm splitting the old PR into two different PRs. One (this one) to switch the default plugin -- and another, far more extensive and painful, to update the RDB to reflect Glide64's much higher compatiblity. (And unique bugs of its own.)"},"comment":{"url":"https://api.github.com/repos/project64/project64/issues/comments/174412246","html_url":"https://github.com/project64/project64/pull/883#issuecomment-174412246","issue_url":"https://api.github.com/repos/project64/project64/issues/883","id":174412246,"user":{"login":"AmbientMalice","id":10704701,"avatar_url":"https://avatars.githubusercontent.com/u/10704701?v=3","gravatar_id":"","url":"https://api.github.com/users/AmbientMalice","html_url":"https://github.com/AmbientMalice","followers_url":"https://api.github.com/users/AmbientMalice/followers","following_url":"https://api.github.com/users/AmbientMalice/following{/other_user}","gists_url":"https://api.github.com/users/AmbientMalice/gists{/gist_id}","starred_url":"https://api.github.com/users/AmbientMalice/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/AmbientMalice/subscriptions","organizations_url":"https://api.github.com/users/AmbientMalice/orgs","repos_url":"https://api.github.com/users/AmbientMalice/repos","events_url":"https://api.github.com/users/AmbientMalice/events{/privacy}","received_events_url":"https://api.github.com/users/AmbientMalice/received_events","type":"User","site_admin":false},"created_at":"2016-01-25T06:00:19Z","updated_at":"2016-01-25T06:00:19Z","body":">Then it's not worth it imo. Glide64 is slow enough with frame buffer emulation disabled.\r\n\r\nBearing in mind that you seem to have a serious hardware incompatibility with the plugin.\r\n\r\n>No way would that be good to slow down the CPU core by 20% for some feature that isn't always needed.\r\n\r\nThe range of N64 games that read the framebuffer in RAM is wide. It's all over the place. You seem to be under the impression this is some nice little feature PJ64 can do without. It's not. If PJ64 can't fix this problem in the near future, it will die. And it's just one half of the puzzle. N64 emulators also need to be able to detect when the CPU has modified the framebuffer in RAM and then copy those modified pixels onscreen. Otherwise we'll never get stuff like Pokemon Snap rendering correctly. Granted, there may be fast hardware hacky workarounds for some of this stuff. But we should be moving as far away from any approach that won't work globally as possible.\r\n\r\n>FBInfo API extension can be completely ignored. I think it is possible to get things working accurately at acceptable speeds and this should be a priority feature.\r\n\r\nWhat do you mean by this? FBInfo was never part of the Zilmar spec, right? So what are you thinking in terms of actually achieving this?"}}