![]() ![]() ![]() Having to restart the game or the whole emulator every single time when changing something as trivial as the channel volumes or the current shader is extremely cumbersome and unjustifiable to end users. There is a subset of config params should really be tweaked while the emulator is running. ![]() There's certainly lots of possibilities for cool little features to be introduced later on.Ībility to tweak a subset of configuration settings. Maybe we could also display a warning icon in one corner of the screen if the master channel is being driven into digital clipping, etc. The best example of this is showing the "secret messages" that certain games send to the LCD screen of the Roland MT-32 sound module. Visual feedback for events not initiated by the user. Currently, feedback for these is only provided via logs or the title bar in windowed mode, which is far from ideal. a flashing "recording" light in one corner of the screen in capture mode, or a big pause icon in the middle of screen when the emulator is paused). Feedback would be via notifications (similar to the OSD notifications of a TV when changing the volume), or via icons (e.g. Visual feedback for all shortcut controlled functionality. My guess is that the UI I'm planning to build will be fast enough anyway.) Needs further research, and if the normal UI is fast enough for the RPi4, then we don't need this. (Optional) High-performance mode for low-powered devices such as the RPi4 (This would basically only draw the UI using rects and font atlases. Scalable and resolution independent (high-DPI support out-of-the-box, user configurable UI scaling, adapts to various window sizes and screen resolutions in fullscreen mode, etc.) no useless eye-candy animations that are cool for 30 seconds, then are only annoying and slow things down, both performance-wise and in terms of operating the UI) Slick, minimal, and performant, yet still aesthetically pleasing (e.g. Should be legible when viewed from a distance (e.g. I personally think a touch-interface should be its own separate thing, if ever needed.) Operable with either a game controller or keyboard+mouse (The game controller requirement is clearly the limiting factor here touch-interface support would be even more limiting and would require a fundamentally different design approach, therefore it's out of scope. Intuitive to operate with minimal amount of button presses and/or mousing around Most importantly, it should be easy for the average user to figure out how to use the menus without having to read the (yet to be written) documentation. Think of the well-designed OSD display of a TV or a set-top box we're aiming for the same level of intuitiveness and ease of use.
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