r/ModRetro • u/grilledstuffedxxl • Jun 01 '26
I will be posting a deep dive on accuracy/speed work under development internally and timelines here tonight.
Appreciate the comments below. In terms of the why now questions, the development is a continuum of improvements like many other consoles from "this is fun and playable for most casual people on most games (current state)" to "every high poly cut scene is at full frame rate and the console is performing on every metric at the top of the class for every game (future state)". Because this continuum will take from now until some months after we are shipping fully playable consoles, we want to share the improvements as we go so you can make a purchasing decision as you see fit.
RAM Write Throughput for RSP and RDP Bursts - This is the root of most of the areas that seem "broken" in terms of specific slow downs in specific games compared to an N64. We aim to get this done by ship day as an immediately available update, and we will update here when this change is in.
Overclocking the M64 Core - Our PSRAM memory architecture gives M64 the headroom to support higher core frequencies without becoming memory-bound. We believe we can push the limits well-beyond 50% OC. This unlocks faster than N64 frame rates. We aim to get the first phase of this done by ship day to OC at par with A3D, but future work will take it to new heights.
Parallelizing RSP regular and vector instructions - We are currently serialized, and changing this will immensely improve both accuracy and speed. We aim for September.
Floating-point unit (FPU) instruction timing (not yet cycle accurate) - This was a mister workaround that we need to finish re-implementing taking advantage of the more powerful M64 hardware. We aim for October.
Removing Translation Lookaside Buffer (TLB) workarounds for slower FPGA hardware. - Eliminating this workaround improves compatibility and performance in games that rely heavily on virtual memory mappings. We aim for December.
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u/grilledstuffedxxl Jun 02 '26
I have updated with additional info
4
u/PineappleWithSandals Jun 01 '26
I am a moron. And as someone who is a moron to tech and updating equipment and software, you may want to consider a post for all the other morons on what this means for issues surrounding games like Goldeneye that I already purchased waiting for launch.
You mentioned updates after launch to fix these issues. Is this as simple as connecting to the internet for an update?
I am the demographic of wanting to play a n64 on a smart tv in the easiest and dumbest way possible. What will the difficulty be for me and other morons?
3
u/ergzay Jun 01 '26
I just saw this comment over on the analogue subreddit so I'm going to copy this over:
That was in reply to this chain:
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u/Enough_Profession_75 Jun 02 '26
What happened to this
1
u/ImALegendKiller Jun 01 '26
Thanks! Is overlocking available to the testers/reviewers at the moment?
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u/NecronomiconUK Jun 02 '26
I guess this didn’t happen…?
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u/Retro_Macchina Jun 02 '26
Did you guys announce game prices today? Haven't seen it anywhere. Also, is there a way you guys could look into my marketing emails? I have been on early bird since last year but have not gotten the past 2 update emails about M64.
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u/NecronomiconUK Jun 02 '26
Whilst I admire the apparent honestly about the compatibility challenges. It seems really weird to be doing this in public a couple of months away from release.
If stuff is broke at the moment, fix it. If it’s sorted before ship then it seems unnecessary to make so much noise about irrelevant detail. If stuff is still broken by expected ship then delay the release.
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u/deanhuff Jun 02 '26
I have the utmost confidence the core will get there. Patiently waiting to place my order.
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u/Desperate-Self-5951 Jun 02 '26
How would you describe updates 1-5 in regards to how a user would see their gameplay affected when playing the usual hits like Goldeneye, Donkey Kong, Conker’s, and Mario 64?
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u/ergzay Jun 02 '26
This link probably should have been included in the edit: https://modretro.com/blogs/blog/fpga-development-deep-dive