![]() ![]() And when it doesn’t, performance suffers. The downside of this is that the Open GL driver often needs to guess what you’ll do next and he might not guess right. You just throw stuff at the driver when you need to and the driver’s job is to figure it out. Open GL is quite permissive and has little declarative constraints. You won’t find this feature in Open GL or DirectX, and you need a pretty recent version of these APIs to be able to emulate it, which means manually sorting individual pixels from back to front and blending them together, and doing this for each visible pixel on the screen! OK, but what about Vulkan?įor those of you who are not familiar with Vulkan, it is a relatively new 3D graphics API, basically a follow-on to Open GL. And even today this is still not trivial to implement even on modern hardware. But there’s one thing that the PVR2 does really well, and it’s order-independent transparency. You might think it should be easy to emulate such an ancient chip on modern hardware, right? Well … yes for the most part. Now the Dreamcast GPU is more than 20 years old. ![]() Successors of the PowerVR2 would later be found in the original iPhone and iPod Touch (PowerVR4), iPhone 4 and iPad (PowerVR5) and many many other mobile devices. The PowerVR2 supported DirectX 6.0, which was the graphics API used by Windows CE games on the Dreamcast. It was one of the first generations of 3D chips, with only a fixed pipeline. The renderer is the emulator component that emulates the Dreamcast/Naomi GPU chip, namely the PowerVR Series2. Update your core later today to get the latest version with the Vulkan renderer! Available for Android, Windows, and Linux.įor more information, read down below… Wait … a new what? ![]() Completely open-source, written from scratch, and available later today on RetroArch. The first Dreamcast emulator ever to get a Vulkan renderer. ![]()
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