
So if you want fancy graphics for the well supported titles that run well with glide (like Zelda), the glide plugin has more features, if less accuracy. You are forced to run it in native res and you get some of the graphical oddities of the n64 also, like 3 point bi linear filtering. It also let's you use cx4 RSP plugin, and I am not sure what is used for sound, but in my experience with a couple of games it sounds really, really good. It uses as a base angrylions pixel-accurate plugin, with some vulkan to speed it up and some additional tweaks (although I am not sure what all of those are, it does fix some bugs in some hard to emulate games).

In terms of accuracy they are both pretty close, but the parrellel core is much more accurate. Project 64 with glide 64 can't play it all, and I haven't been able to find a working plugin that fixes these problems. The retroarch can play hard to emulate games like Pokemon Snap, because by default it comes with much stricter frame buffer emulation, but unfortunately it still has some very agridious rendering errors that make it far from perfect (the virtual console version is the best I have tried so far). Project 64 used a cheat force the game to run at correct speeds, while mupen64 in retroarch didn't. This is a bug where multiplayer pass two players, or certain maps, will play twice as fast as they should, because of a hack nitendo introduced to compensate for input lag.

For example, the glide64 plugin for project 64 doesn't have the multiplayer speed problem in mario kart. I attribute this to the project 64 teams willingness to insert more game specific hacks and tweaks. Ok, well I spent some time on this, and here is what I learned.īased on my experience, the Glide64 plugin for project 64 (2.2 version) has a lot less *noticeable problems then the mupen64 plugin used in retroarch (at least for the games I am most interested in).
