Updated Roadmap (markdown)

kd-11 2017-10-04 17:05:22 +03:00
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This is a non-exhaustive list of current goals made possible with the support of our generous [patrons](https://www.patreon.com/Nekotekina).
## September 2017
## October 2017
* Add "Clear LLVM cache" function.
* Implement sys_net syscalls. (Nekotekina)
* Rebuild LLVM cache for the firmware after its installation. (Nekotekina)
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* Remove obstacles for ASLR support. (Nekotekina)
* Improve PPU LLVM recompiler compatibility and speed. (Nekotekina)
* Begin SPU LLVM. (Nekotekina)
* Improvements to the shader generation and cache system (kd-11)
* Upgrade pixel pipeline emulation (fragment shaders, textures and framebuffers) (kd-11)
* Lay the groundwork for arbitrary render setups and high resolution modes (kd-11)
* Enable higher rendering resolution to play games at any resolution, for example 4K. (kd-11)
* Properly support MSAA. (kd-11)
* Improve SPU instruction accuracy for Fast Interpreter and ASMJIT (kd-11)
## Medium term goals
* Enable higher rendering resolution to play games at any resolution, for example 4K.
* Properly support MSAA.
* Improve audio and video decoders for better speed and compatibility.
* Improve controller support. This includes emulated controllers (with mouse or keyboard) and real controllers as well.
* Add low-latency ASIO audio backend for Windows. With ASIO4ALL, it will work great on most modern hardware.
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* Implement (the rest of) precise PPU Interpreter.
* Enable hardware acceleration for decryption (AES-NI). **([#2457](https://github.com/RPCS3/rpcs3/pull/2457))**
* Implement config tristate in GUI for per-game configurations.
* Improvements to the shader generation and cache system
## Long term goals
* Enable extra graphics options to support extra rendering features, such as custom anti-aliasing modes.
* Native overlay API to allow custom UI to render within the GSFrame e.g SaveManager dialog
* Build PPU/SPU interpreters at runtime using LLVM.
* Support booting from original game discs.