> You might be wondering, where is all the pageantry? The honest truth is that things aren't ready yet. We have a few massive changes on the horizon that we wanted to be ready for the 20th anniversary, but that date was not an excuse to release something in a broken and incomplete state.
Second thing : Just a thought but it’s amazing that the best Wii emulator is older than the Wii itself. I know it’s logical since the Wii was basically an overclocked GameCube with WiFi and Bluetooth but it’s still impressive that this project managed to follow this evolution in real time.
And last but not least, I’m frankly amazed by this piece of software. It works incredibly well and I’m very grateful of what those people did, it’s a really important thing for video game preservation.
>If you're in the TAS community or relying on constant savestate usage for your project, this is a huge optimization that might make your life a lot easier. Malleo noticed that Dolphin was using LZO for savestates, which has a good compression ratio, but is quite a bit slower than LZ4 when it comes to decompression. By moving Dolphin's savestate compression to LZ4, savestate loading is now ~72% faster.
>For the casual users, savestate loads are now snappier. For speedrunners this will make practicing a single trick over and over again take a little less time. But for people using hundreds, thousands, or tens of thousands of savestate loads for TAS creation or AI projects, the savings really start to add up.
This makes me incredibly happy.
This is the kind of stuff that developers should care about. A tiny thing that most people don't even notice, but has a huge impact on those who actually use your software.
Many of the scaling techniques are used to run games at native resolutions higher than the computer monitor (eg. combined with MSAA which is faster than SSAA, and smooths geometry but not textures/alpha), then downscale it to the screen's native resolution.
Awesome.