VisionFive2 in 2026: mostly games

The VF2 has a pretty powerful GPU. It really does - but the driver is, for this GPU, broken. OpenGL does not work with designs that exceed 256 colors, or it does not work at all. I guess there must have been a physical design flaw within the BXE-4-32 and OpenGL only sort of worked due to a workaround that is no longer feasible due to design constrains – in short, the driver can not be developed further unless it’s “broken”.

Having said that, the gpu does support OpenGL for embedded systems, which is a completely different beast, from what I’m reading it thinks more in voxels and does not do vertices and quads..? In any case, it supports OpenGL ES3, 3.2 in fact. OpenGLES2 support is also there, but negligible because GLES3 is where the money is: it is used by Android. So thinking this, if there are any projects that support both linux and android builds, and use “SDK2,” they should be usable on this machine.

So in short, ignore OpenGL, lean heavily on GLES. Look for projects built with SDK2 and preferably QT5/6 technology. (Be an iPhone?)

Here are some results of thinking in this direction (keep in mind, for compatibility, that I am using kernel 6.12, SwayWM, 8 GB of RAM and have uninstalled and disabled most of gnome’s crust, idling at roughly 480 MB RAM usage):

(also, initially I was going to post links to each individual project, but I am now typing this on my phone and the process is much too taxing. Just search for app name + github on google, instead)

Luanti - this is in the repositories, but it never worked for me. Turns out it can be made to work with GLES3 by disabling both OpenGL and legacy GL options on compile time. Windowed it’s pretty smooth, but set max fps to 30, turn off post-production and you’ll be able to go fullscreen. Takes a while to generate a world when heavy on mods.

Sonic the Hedgehog (RSDKv5 & family) - Sonic Mania and CD will work when set to use SDL2 as retro backend in compiler options, and they work perfectly except for some slowdown in Mania’s special stages - still it’s bizzare to see a Nintendo Switch game run on this device. Taxman’s widescreen Sonic 1 and 2 have to be built to use a software renderer and need you to disable start menu in settings.ini – and then you can never escape once you pause the game, you can only kill the app because the un-pause functions have been disabled with the menu. TLDR mania and mobile sonic cd good, sonic 1 and 2 work but no.

Quake II (yQuake2) - mentioning this because you need to immediately do “make” and not fiddle with any cmakes. I think it was LivingLinux who mentions it somewhere? In any case, works fine.

Quake III (ioQuake3) - this, however, does not work. In order to at least get it to build, I needed to use the latest source (and not any of the million ‘optimized for embedded’ options), and then its render engines fail to refresh screen on 3d spaces. Sure enough, it’s in the official repository, but that version just does not work with me, same as Luanti. Mentioning it here to ask – did anyone get this to work on VF2’s GPU and the new PVR driver?

Doom I & II (sdl-doom) - this was the only Doom I was able to get to work, until, again, LivingLinux pointed out Crispy Doom working, somewhere. This is a nice, straightforward Doom port with no camera and trinkets, it’s just what it says on the tin.

Heretic & Hexen (Crispy Doom) - works like magic on regular DOOM and will work fine for Hexen and Heretic where the mouse camera thing makes more sense.

Hexen II (Hammer of Thyrion) - this one is slightly weird. Software versions work well enough. Hardware accelerated ones display a garbled picture, BUT the first time I was able to run the accelerated hexenworld executable it was okay, then never again, for some reason.

Nintendo DS (MelonDS) - somehow too slow to be playable

Arcade (final burn neo) - this is awesome as a standalone app and works just as well as a libretro core. Show the VF2 off with some Third Strike. But I can’t seem to set any controls.

snes9x2010 - is a libretro core you’ll be able to build to emulate SNES. Like FBNeo it has very few (slowdown, frame drop) issues, if any, fullscreen or otherwise. It’s kind of perfect. The problem with these cores is they’re made for RetroArch and RA kind of does not work well on VF2, or at all, if you get your build options wrong. RetroArch is also needlesly gigantic. So you’ll need a lightweight client, a random SDK2 application like

Haiyajan - this works great except there is no documentation and no external folder support. How am I supposed to point to PSX bios files, for instance? Or setup control options? Still, in a pinch, it does it job.

GenesisPlusGX - is a retro core I use to emulate Sega CD on this machine . It had no issue finding bios files, it somehow does have a problem with speed unless I make it fullscreen before the bios logo animation ends - at this point you’ll have some slowdown/desync once BG scrolling starts. On PAL Sonic CD this usually passes, on US it tends to persist with the game getting desynced every now and often. Regular MD/Genesis roms work here just as well as on any other toaster.

Atari Falcon & co. (Hatari) - surprisingly slow, but works.

Basilisk II and SheepShaver: the former will build and work fine, BUT DONT GO OVER 256 COLORS in MacOS desktop settings. The emulator will simply hang and CDs, isos and disk images set to use more than 256 colors will just not work. You’ll never be able to change the color back to 256 or less using this virtual machine, either!

Heroes of Might and Magic II (fheroes2) - works just fine, like it was written for the VF2 and its opaque and unusual stack of graphic systems.

Heroes of Might and Magic III (VCMI) - doesn’t work as well, you have to use x11 and, at least in SwayWM, manually set window dimensions or it will appear as tiny as a stamp (fullscreen works). Using x11 (with accelerated wayland cursors) makes the in-game cursor look wonky, so all in all it looks kind of broken, but in the end works fine … just not as perfectly fine as Heroes II.

Diablo (DevilutionX) - works very well, though when fullscreening you might not want to go full resolution, but a step below to ensure smooth frame rates.

Diablo 2 (OpenDiablo2) - builds fine, but I haven’t had a chance to try it yet due to a missing CD (yes I am an 80s child with this stuff on chips on CDs in a box).

Carmageddon (Dethrace) - GL accelerated build does not work, but the software build works just as well as it did on my old 386 :stuck_out_tongue: Kind of playable, if you squint your eyes.

Oddworld (alive_reversing) - works perfectly

Jazz Jackrabbit (OpenJazz) - works perfectly (aww no trippy menu colors tho)

Jazz Jackrabbit 2 (Jazz2 Resurrection) - builds but does not work: black screen.

Gish (FreeGish) - builds but does not work: black screen.

Fallout 2 (Falltergeist) - crashes when ran, sometimes it resets your GUI altogether. I used to use ti to corrupt and disable Pipewire because that sometimes made the broken jack output work normally (gave up on the jack since).

8 bit SEGA systems (MEKA) - builds but does not work: black screen. Amusingly works for a short second if ran remotely from an X11 desktop.

Tomb Raider (OpenLara) - works famously well. A linux 5.15 kernel / older PVR driver version, build on CWT’s arch linux, not only still works, it displays shadows and water effects where it didn’t before, so it might be useful as a gauge or something. Just build it with -Release tag – I didn’t, and it might be the reason Lara shoots _away_ from the animals like some sort of masochistic pacifist in my build.

Super Mario 64 (PC) - a standard “does my GPU still work” testing application. You’ll immediately know when it doesn’t.

Zelda III & Super Mario World (C remakes) - widescreen Zelda works well. Super Mario World doesn’t. Go figure.

Cave Story (nxengine-evo) - works perfectly

schismtracker - I like when an ancient app writes “using wayland”

VVVVVV - works perfectly

-– useful apps

Fuzzel - after having to deal with Gnome’s “workflow”, I appreciate the ability to run any application or content really damn quickly

PCManFM-QT - looks and works ludicrously well compared to Nautilus. Having some trouble mounting iso images - there are other tools beside gnome-image-mounter you know

-– wishlist

Dreamcast (Flycast) - I can get only get it to build part-way. I remember having to sweat blood to build it for arm64 on my RK3399 back in 2019, but I’ve no idea what I did back then. The GPU should be able to handle it. (This PVR tech is even the same, only much newer!)

Gamecube (Dolphin) - should be possible because of GLES 3.2. Like Flycast, all it seems to need is some tweaking and then an arcane and complex make command, same as yesterday’s arm64 gnu apps. And yes, again, the GPU should be able to handle it: 3D is in general slower on rk3399 than it is on JH7110 when it works, and dolphin with Pikmin 2 works fine on rk3399…

Zelda V (Shipwright) - used to build with 5.15 kernel, but I never could get it to run faster than seconds-per-frame.

Doom III (dhewm3) - this would have been a great showoff. Much like ioquake3, only the official repo version builds for me, except dhewm3 does not run at all and reports doing something too fast during boot.

Serious Sam - another one to show off, but again it defaults to OpenGL when built, when I find a version that does build.

TES III: Morrowind (OpenMW) - it’s in the repo, but built to expect an OpenGL driver, which I find a dirty move (“hey don’t tease me like that”) – but from what I’ve seen, there are Android builds which incorporate the gl4es library. Maybe… some day.

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hi, geocalyx.
Perhaps you may not know that the BXE-4-32 driver has at least two different versions, one supporting X11 and one supporting Wayland, which are not very compatible with each other. I’m not sure whether you were using X11 or Wayland during the test?
The StarFive-customized Debian, Ubuntu, and the Arch Linux made by CWT all use GPU drivers that support Wayland.
It seems that some Chinese software companies produce deb-type systems that use GPU drivers supporting X11. Maybe you can give it a try, for example: Deepin.

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Perhaps you may not know that the BXE-4-32 driver has at least two different versions, one supporting X11 and one supporting Wayland, which are not very compatible with each other. I’m not sure whether you were using X11 or Wayland during the test?

Before you post explaining, English is not my first language, either.

How can you not be sure? I stated I was using SwayWM. Wayland is a given. X11 is irrelevant for this board.

There aren’t two different versions, there is an out-dated one supporting X11 with OGL and not improving on GLES, and an advancement that drops X11 support on favor of GLES improvements and conformity. The ‘X11 driver’ is not “different,” it’s outdated: X11 support had been dropped, it does not exist, and neither does a special X11 version of the driver.

The StarFive-customized Debian, Ubuntu, and the Arch Linux made by CWT all use GPU drivers that support Wayland.

Yes. This much is obvious. Why repeat it?

It seems that some Chinese software companies produce deb-type systems that use GPU drivers supporting X11. Maybe you can give it a try, for example: Deepin.

There is obviously a language barrier. Why would I care about X11? Where, in my post, did I imply I did?

As for a different distro – we’ve had this discussion before, haven’t we? This is about the official Debian release. Which is why I am posting this here. On the board’s official forum.

Edit: submit got pressed to early. Sorry

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Sorry again about the double post, but this has been bugging me: why is this community so …dead?

This is more powerful than the Banana Pi RV2, yet that board seems to be getting more attention. I think it’s because this community is split in two mentalities: Chinese and Western.

Correct me if I am wrong, but “Chinese” simply want their board to work, and have solid goals in mind: this app, that app, make this box a PC, make it a set-top.

While “Western” has more nebulous goals and it’s more about proving a point. The English community thus died when they realized that for the manufactorers involved, it’s not about that at all.

Both approaches are needed to make an open-source based set of hardware functional. Chinese sets its boxes to be used as products, or they develop on them. Western, however, pushes boundaries and wants the product to deliver by word: world’s first desktop-grade RISC-V board, and also expect the developer not to half-ass it. Yes I may be naggy and rude, but I paid money for this stuff so I am entitled to everything the developer promised: welcome to “the west”! Those who half-ass it do not make it here.

You want the west to play around with the board. So what lzzhzh did, by immediately suggesting a half-assed unofficial solution for percieved problems that I do not even have (because why would I post if I didn’t have a problem) -

is actually incredibly damaging for the product. It shows why the English forum is so dead and empty: our ways are not welcome here.

I am sure you meant no harm. But that is what you do.

I am going to post here if I get anything else to work.

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Agree. I call it missed opportunity. I’m Chinese, and IMO, these Chinese SoC vendors are shortsighted. JH7110 had the chance of being the most upstream supported, desktop ready, riscv SoC. I wouldn’t say starfive hasn’t tried to make it, but at the end of the day we’re still left with a bunch of vendor display/GPU driver mess. The problem, I think, is they don’t see the value of a healthy open source community using the chip. Instead, they’re content with just serving a few industrial partners, who couldn’t care less of open source or upstream support. On top of that, SoC vendors can actually make money by making vendor software for their partners. People like us who want clean, elegant software support are never the priority, so we took matters into our own hands: Igniting the GPU: From Kernel Plumbing to 3D Rendering on RISC-V | Linux Kernel Blog

And

Just 2 days ago I managed to solve the issue with the incoherent cache. So at this point it’s not GPU accelerated yet, but we are finally in reach of full upstream support. Feel free to join the discussion in telegram: Telegram: View @linux4rv and discord Works with RISC-V This forum is probably not advanced users like you

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I personally don’t think there is a distinction between East and West here; the forum only provides a distinction between Chinese and English languages.
I am an ordinary end user. I do not have hardware development or software development skills, I do not speak English, and I am about to retire, so I have a lot of time to use VF2. I use it every day, from January 2023 until now.
Because riscv/vf2 is a new architecture, there are not many articles online to help me use it, so I can only explore its usage by myself, and then record my successful experiences in Chinese on forums, for my own convenience and for those who need it. Later, I found that in the Chinese section I was basically the only one posting, so I had to use translation software to read, while in the English section I could understand articles and study them, and also write some articles.
Although VF2 is the RISC-V SoC best supported by Debian. But because HDMI couldn’t go upstream, and the GPU driver hasn’t been updated for years.VF2/VF2l now entirely relies on StarFive official updates for the image.
starfive is a CPU manufacturer, and it probably does not have a large budget for software development. If in the future, VF2/VF2L cannot obtain large order profits, I guess that the software development of VF2/VF2L will slow down or stagnate.
The above text was all translated paragraph by paragraph using translation software.
:blush:

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I personally don’t think there is a distinction between East and West here; the forum only provides a distinction between Chinese and English languages.

I’d like to elaborate on what I meant (while waiting for openscenegraph-omw to build for gles2). There definitely is a distinction between how “east and west” do things. “East” values collaboration and spreads around both credit and knowledge to minimize the risk of losing it. “West” often places more credit and more burden on an individual because it does not like to think about risks of losing anything. For instance, let me again be blunt: how many hundreds of million Chinese, universities, degrees, curiosities, careers? And then in practice Orangepi has to steal and sluggishly rename the system from Armbian, because it takes a singular Slovene (nation of 2.5 million people) to port a mainline Linux bootloader to an open arm64 system or something? Why? But let me immediately return the ball: how much Western tech? How much knowledge, factories, engineering graduates? And then can’t I buy a modern European SBC? (Arduino what? How many mHz? In 2026??) It seems that China is then the edge leader in tech, because lol 55 nm or whatnot, they actually make stuff!

RV64 is Berkeley Institute tech, and then China tapes out miles and miles of chips, meanwhile over here evolved visionaries are recently praised for getting a 400 mHz core working on an Intel fpga…I am ashamed, frankly. Maybe there is political pressure behind to hinder risc-v development here, who knows.

Now, for instance, I’m running a desktop on a rk3399. Arm CPU, British ISA design. Tom Cubie, westerner, Rockchip, Radxa - China. Running Linux kernel - Finnish. Via Armbian, ported by a Slovene. With X11 and Wayland, both US-funded products. None of this would have been possible without international cooperation and the cultural differences between approaches to tech. Endless theoretical progress and focused practicality both in cooperation :slight_smile: … as long as it, you know, remains free software. Most of the software used, see, stems from self-invested regular folk having enough time and wealth to pursue personal interests. Corporate development that has recently hijacked Linux will never understand this. But I digress.

… so basically yes, I entirely agree and regret that this board is an enormous waste of opportunity. It’s cryptic and its designers sadly seemingly too afraid of getting robbed and copied (like it often happens with set-top boxes, also see … Orange Pi RV2 and its X1 chip) to work with community. Opened more (especially the GPU, but how about the bootlader so I can change or remove the logo for security or obfuscatory reasons?), it could have still been the talk of the day today, because its strength is that it does not support X11 or OpenGL and is therefore great for bridging the gap between current age Linux and Android development, or understanding how the latter works behind the scenes. When I search about it on google though, I still get the same old articles. Wow you can play Prince of Persia and Quake and Super Tux kart on this thing, but it is slow and may need some sort bootloader… is what you learn, which is a shame, because in this age, equipped with gles3/wayland/sway/fuzzel and a directory full of jpgs to swap as backgrounds, this thing flies gloriously, like New Era Tech should. QT5/6. Same theme across all apps by default. Tossing around partially transparent windows with no after-images. No flicker anywhere, rock solid cursor. Wayland was the future, now after 15 years it’s the present, and VF2 is designed for it.

Seriously, I’ve dealt with bananas, raspberries, oranges and rocks, but this is my favorite SBC. The build quality is excellent and robust, the shape and size are right, the right numbers are there, where it matters. Sucks there’s no OpenGL other than attaching an external GPU (which loses the point for me), but with GLES3.2 it’s like an Apple or Android device, so it makes you learn that stuff … it seems all it needed was proper interest an publicity, but is recently getting neither :melting_face:

Sure there are differences between Europe and the US, versus Asia.

China has become “the factory of the world” because of money, not because of culture. Japan did it before, and South-Korea followed, but they are both surpassed by China, because China could do it cheaper.

But because of international problems, there are shifts to produce more locally. For instance Europe has invested in a new chip factory. Not because it is necessarily cheaper to manufacture them in Europe, but because the European car manufacturers have seen too many disruptions with the logistics.

It costs a lot of money to have a car ready for 99%, but you can’t sell it because it misses a cheap RISC-V controller chip.

https://www.wardsauto.com/news/eu-s-future-automotive-production-boosted-by-11bn-semiconductor-plant/778175/

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There is more to it, it’s not just a simple factory anymore. U74 was not put on market by an Europe or US player. Money will ultimately always be the reason, what China is looking for and Europe neglecting is independence from private ownership.

But that’s politics talk. Btw openscenegraph-omw-gles2 is done, but OpenMW will have to wait because I’ve been compiling libreoffice the whole day and now I’ll just let it finish before doing anything else. Fingers crossed there’s no X11 left in it.

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I managed to get flyinghead/flycast to work, the emulation itself is uselessly slow, but there is more to it. I cloned the git from (GitHub - flyinghead/flycast: Flycast is a multiplatform Sega Dreamcast, Naomi, Naomi 2 and Atomiswave emulator · GitHub ), updated submodules recursively, got all the listed dependencies, then invoked the following cmake incantation:

mkdir build && cd build && cmake .. -DUSE_BREAKPAD:BOOL=OFF -DUSE_HOST_SDL=ON -DUSE_OPENGL=ON -DUSE_GLES2=OFF -DUSE_GLES=ON -DUSE_VULKAN=OFF -DCMAKE_BUILD_TYPE=Release && make

The build process would halt several times due to “#error: Unsupported architecture.” I simply naively commented out the error in several files, replaced it with CPU_RISCV64 in build.h and added a CPU_RISCV64 option to types.h – more percisely, had to edit the following files:

/core/build.h

/core/types.h

/core/linux/context.cpp

/core/hw/sh4/sh4_core_regs.cpp

This probably shouldn’t even run with how much optimization has been gutted, but it does. It runs title screens at 10-11 fps, boot logo at roughly 14-20 and Sonic Adventure 2’s City Escape at 3-4.

Runs on native Wayland and reports using GLES on PowerVR BXE-4-32 GPU.

Before getting all your hopes dashed - not only is this hack of a “build” not optimized for the architecture, it’s unsupported and technically not even working as it should.

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:+1: You’re amazing, compiling a retro game emulator by yourself.
I play retro games on VF2 using Batocera_linux. By modifying the configuration files under /boot, single NVMe multi-system multi-boot is possible, with one of the systems being Batocera OS.

The official repository is, well, toxic (only to me?). Most of the stuff there appears to be built to expect OpenGL, ptitSeb’s GL4ES I presume - well it wrecks my whole setup for some reason. And I can’t simply use gl4es from repo as support - if I do, it sits all over my environment variables and nothing GLES, not even m*rio 64, will work anymore.

The last time I installed Wesnoth from the repo, it broke my system somehow. That’s why I’m compiling stuff. Also since I use the same SDK/QT6 to build everything, it all looks consistent, like Windows or Mac. By the way it’s not even hard, just scary. Just follow the instructions. Or patterns, like in the flycast port.

Fallout (Fallout Community Edition): thanks for the idea, livinglinux! :wink: Of course it works well, it’s got an Android port. Except the videos, they are all garbled and they appear to bring memory leaks. Not really recommended, even though it runs like butter. It also looks kind of bad, unlike Diablo’s Devilution X there is no higher resolution for anything. Well, yet, at least.

Endless Sky: I tried this again (last time was on 5.15 kernel, it didn’t work), it works great, too … it’s got an Android port and uses “SDK”, so why wouldn’t it? Anyhow caveats: build release version, go into settings and disable preloading game art and upscaling assets, also maybe disable blur (?) - and create your first character as quickly as possible, then exit the game as soon as introduction is done. Then you can fill it to the brim with plugins and will stay smooth.

Wesnoth: so I went and compiled this to avoid breaking my system. This resulting wayland build is probably the smoothest and most proffessional looking Wesnoth experience I’ve ever had. Nuts that it runs better than it ever did on my old intel machines.

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I’ll check if it also works with Felix86 on the VF2. For some reason I got rid of the issues with the videos on the SpacemiT K1, by running the x64 build with Felix86.

And here is the video on the SpacemiT K1.

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Cool! By the way, I think you should give Minetest/Luanti another shot on your channel, this time on GLES backend (disable legacy and opengl options before compiling).

More stuff, it’s weekend:

Dune II (OpenDUNE): builds and seems to work, but steals mouse cursor and ignores input. Fullscreen also shows garbled data on edges.

Settlers II (s25client): builds fine. But same as Diablo 2 not yet tested.

Wip3out (wipeout-rewrite): has an option of building for GLES2 (not default) which results in this game running at 110-120 frames per second. Also the game data is just there in the git.

It’s cool to see that at this point, with a large percentage of available toolchains installed, just about everything builds, even if it doesn’t produce an usable app.

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Got a Playstation emulator to work on the GPU. :partying_face:

I’ve built PSX emulators before, but they all ended up as libretro cores with no options of testing them (Retroarch is slow or won’t work) – while this is, finally, a stand-alone app. Naturally it complained the architecture wasn’t supported, so I made it disregard it and have it compile for a dummy “CPU_RISCV64” target. Then there were like 5 errors, one was solvable as suggested by compiler itself, the others were googlable: had to insert some header references to c libs into two header files. After eliminating Vulkan and X11 options, leaning on EGL and GLES2, two builds were produced: QT and no-gui. QT works but does not run games, but no-gui, unstable as it is, does.

There are two video options, hardware and software. Hardware is just barely there - somewhat slow, but playable. Software I did not yet test because the machine is currently trying to build Sonic 3 Air so it’s busy.

The GPU makes Playstation emulation run at about 80-90% speed. Of course, same as Flycast on this device – it shouldn’t even work and is sub-optimized. But there you go: Playstation on VF2. On PowerVR, even.

Edit: I’m getting tired, so in case I suddenly stop: this topic serves to prove a point: when looking for compiling working apps, try to look for Android compatibility. For me it paid dividends.

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Felix86 is giving errors on my VF2. I built Box64 from source, and now I’m able to run the x64 executable of Fallout-CE, without glitches in video playback.

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Do you use Vulkan or GLES in your VF2 setup?

Box64 kind of scares me, it did a number on my arm devices (thanks to overriding my elaborate Box86/chroot setup in the last iteration), and 3D acceleration never worked…

I never got Vulkan working properly, so it’s only GLES.

Is Box86 working on RISC-V? If not, Box64 can’t mess with your Box86 setup. You can build it with Box32, but I’m not sure if that works on RISC-V.

Haven’t had the opportunity to try box64 or 86 yet, but surprisingly got Nintendo 64 emulation to work. The annoying part is assembling all the plugins and then figuring out which of them is the bottleneck.

This is where you get the emulator core, dsp, audio, input plugins and the app itself. Use the CLI version (no gui); there is a QT6 frontend which builds fine but refuses to actually run anything.

And this is a working video plugin. Looks like it doesn’t need anything special to build. The first time I built it with EGL and GL Context support; it was a bit slower and kept spewing a stream of errors. Second time around I turned that stuff off - making fullscreen slower and Kirby 64 flicker in surrounding black box, but now, after fiddling with settings a bit, the intro to zelda 64, one of system’s more demanding tech demos, hovers around 80% speed with occasional dips to 40%, with cutscenes in more crowded places reaching 95-97%. This is way better than I expected (after PSX emulation), and aggravatingly close to playable. I have a suspicion it’s the unoptimized emulator core that’s holding it back, since when testing different video plugins, while they weren’t working, the background sound was always consistently slow.

I’d imagine simpler games like Tetrisphere, Mario Party and maybe Paper Mario would fare well. Haven’t tried them, though.

Edit: tested Banjo-Kazooie, Mario Kart 64 and Mickey’s Racing USA. BK is playable at 70-80% speeds once you let the shaders compile (let the games cycle through attract mode for a while, or sit around for a bit once entering an area for the first time), except that one of my settings made my screen entirely white when completely submerged underwater. Mario Kart 64, where racers are 2D billboards, is at 90+% when splitscreen - again, once shaders are compiled. MRUSA, on the other hand, has fully poligonal racers and ends up at 60-70%.

Some games I merely glanced come with glitches. Star Fox 64’s borders flicker and Mega Man 64’s skybox has lines in it. Some of these might be fixed in the settings, but others I suspect like it more when the video driver is compiled either with EGL or GL Context support. :man_shrugging:

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