this post was submitted on 12 May 2024
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[–] BobGnarley@lemm.ee 6 points 6 months ago (1 children)

How did you get it to work? Any guide specifically you would use?

[–] mctoasterson@reddthat.com 8 points 6 months ago (1 children)

I just used the i686-linux steps here:

https://github.com/fgsfdsfgs/perfect_dark

As with most of these decomps there is no copyrighted material included in the link and you have to provide your own ROM (and a very specific version of it) in order to build and get it to work.

After that I believe I just copied the folders to the Deck, mapped it as a non-Steam game, added updated artwork with the steamgriddb plugin etc.

I might have messed with the controls a bit but I don't recall. There is probably a more detailed Steamdeck-specific guide somewhere if you care to dig.

[–] Lost_My_Mind@lemmy.world 1 points 6 months ago (1 children)

Hi, dumbass here, I'm vaguely unclear what's being discussed here. So you made Perfect Dark 60fps on steamdeck.

But what is raytracing, and can these improvements be done over retroarch?

[–] mctoasterson@reddthat.com 1 points 6 months ago

Broadly speaking, ray-tracing is a graphic rendering technique that produces more accurate light reflections (and realistic looking graphics) but is demanding of rendering hardware and therefore associated with modern games and consoles/PCs.

The project I linked is a decomp specific to Perfect Dark that uses existing ROMs. Basically it builds you a standalone runnable Perfect Dark with more modern enhancements, but I don't think it supports ray tracing.

The project in the original Tom's Hardware article appears to include a separate tool that is generic and could potentially be used on various N64 games with user-supplied ROMs. I don't see a list of games that are supported so I can't speak for Perfect Dark.

I know there are raytracing plugins for n64 emulation but I'm not sure which Retroarch core and settings would support that. Probably requires experimentation to see what works and what doesn't.