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====[https://github.com/gonetz/GLideN64/ GLideN64]====
 
====[https://github.com/gonetz/GLideN64/ GLideN64]====
A hybrid HLE/LLE plugin developed by the developer of Glide64, though its code was originally based on gln64 (with combiner hacks from Glide64 and LLE code from z64gl and, to a lesser extent, Angrylion's RDP plugin). It is included with the latest versions of Project64, the Mupen64Plus-Next libretro core, and [https://github.com/simple64/simple64/releases/tag/v2021.5.30 older versions of simple64]. This is the best HLE plugin by far. The plugin currently supports mip-mapping, emulation of low-level triangles, microcode emulation of every game, gamma correction, flat and prim shading, VI emulation, and LLE graphics support. It is the only plugin that has [[Nintendo_64_emulators#High-level_vs._low-level_graphics|implemented HLE support]] of microcodes for every N64 game (including the infamous Factor 5 and BOSS games) to enable fast performance and graphical enhancements. It currently fixes numerous long-standing issues in games and is capable of smoothly emulating advanced framebuffer effects in hardware that Glide64 and Jabo could not. It also supports several enhancements, such as hi-res custom [[Texture_Packs|texture support]], MSAA and AF, a [[Widescreen_Hack|widescreen hack]], and even some shaders. There is support for an "[[Overscan]]" feature that helps the users to [[Widescreen_Hack#Nintendo_64|remove black borders around a game's visual output]].
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A hybrid HLE/LLE plugin developed by the developer of Glide64, though its code was originally based on gln64 (with combiner hacks from Glide64 and LLE code from z64gl and, to a lesser extent, angrylion's RDP plugin). It is included with the latest versions of Project64, the Mupen64Plus-Next libretro core, and [https://github.com/simple64/simple64/releases/tag/v2021.5.30 older versions of simple64]. This is the best HLE plugin by far. The plugin currently supports mip-mapping, emulation of low-level triangles, microcode emulation of every game, gamma correction, flat and prim shading, VI emulation, and LLE graphics support. It is the only plugin that has [[Nintendo_64_emulators#High-level_vs._low-level_graphics|implemented HLE support]] of microcodes for every N64 game (including the infamous Factor 5 and BOSS games) to enable fast performance and graphical enhancements. It currently fixes numerous long-standing issues in games and is capable of smoothly emulating advanced framebuffer effects in hardware that Glide64 and Jabo could not. It also supports several enhancements, such as hi-res custom [[Texture_Packs|texture support]], MSAA and AF, a [[Widescreen_Hack|widescreen hack]], and even some shaders. There is support for an "[[Overscan]]" feature that helps the users to [[Widescreen_Hack#Nintendo_64|remove black borders around a game's visual output]].
  
 
GLideN64 requires at least OpenGL 3.3 in the latest versions to run, and OpenGL 4.x for some advanced functions, making this plugin more demanding than the plugins that came before it, though modern GPUs should be ok, even on mobile.  It is not without its share of issues to this day, however. There are still several HLE bugs left to resolve, and its LLE mode, while much improved over z64gl's, is still not quite as developed as its HLE mode, and some of the plugin's enhancement features are disabled in this mode. Since it is hardware-rendered even in LLE, there are issues that may never be quite resolved due to inherent differences between the N64 hardware and the OpenGL API. It is advisable to use this over ParaLLEl-RDP only if you are unable to run the latter in HD at full speed or if further enhancements such as widescreen hacks and hi-res textures are desired.
 
GLideN64 requires at least OpenGL 3.3 in the latest versions to run, and OpenGL 4.x for some advanced functions, making this plugin more demanding than the plugins that came before it, though modern GPUs should be ok, even on mobile.  It is not without its share of issues to this day, however. There are still several HLE bugs left to resolve, and its LLE mode, while much improved over z64gl's, is still not quite as developed as its HLE mode, and some of the plugin's enhancement features are disabled in this mode. Since it is hardware-rendered even in LLE, there are issues that may never be quite resolved due to inherent differences between the N64 hardware and the OpenGL API. It is advisable to use this over ParaLLEl-RDP only if you are unable to run the latter in HD at full speed or if further enhancements such as widescreen hacks and hi-res textures are desired.

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