I got very nice results especially with Radiant Historia. But it seems to slow down a lot with zelda spirit tracks during it's intro train sequence, i don't get such a slowdown with hd scaling as i get with texture scaling during that sequence.
DeSmuME allows higher than native Internal Resolution
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03-26-2016, 10:16 PM
(03-20-2016, 11:27 AM)Shonumi Wrote: To my eyes, it looks like the textures are being filtered via something like HQx. This is brilliant. It's something Desmume X432R never did, if I recall correctly, and it's perfect for the DS. The DS had fairly low-res textures, but 2D scaling methods like HQx actually work great with these kinds of elements. So in addition to the larger polygons, you automatically get "better" texture quality on-the-fly. The results are impressive. It's xBRZ. 03-28-2016, 04:44 PM
jimbo1qaz Wrote:EDIT: does it support bilinear interpolation, on top of texture scaling? bilinear only?Here's a bilinear build. Doesn't do much on top of texture scaling though. (03-28-2016, 04:44 PM)lamedude Wrote: Here's a bilinear build. Doesn't do much on top of texture scaling though. Who has made that build? Could you add bilinear filtering to DeSmuME X432R? Source included in the builds: http://shikaver01.webcrow.jp/desmume_x432r/index.html 03-29-2016, 11:31 PM
(03-28-2016, 04:44 PM)lamedude Wrote: Here's a bilinear build. Doesn't do much on top of texture scaling though. Did you implment actual texture filtering there? 01-31-2018, 02:26 AM
That thread is old news (almost 4 years old in fact). Not sure why you're bringing it up now. If you're going to just post a link, you should try to talk about it as well.
At any rate, my own experimental NDS emulator is getting to the point where I'll start drawing 3D graphics soon. I plan to tackle high-resolution right from the beginning, first through the software renderer, then through OpenGL. We'll see how that goes. Should be fun. 01-31-2018, 07:47 AM
Good luck.
From France with love.
Laptop ROG : W10 / Ryzen 7 4800HS @2.9 GHz (4.2 GHz Turbo disabled unless necessary for better thermals) / 16 Go DDR4 / RTX 2060 MaxQ (6 Go GDDR6) 01-31-2018, 08:58 AM
(01-31-2018, 02:26 AM)Shonumi Wrote: I plan to tackle high-resolution right from the beginning, first through the software renderer, then through OpenGL. We'll see how that goes. Should be fun. I always thought that software rendering usually didn't do any "upscaling" and that was only a thing that was done with hardware. 01-31-2018, 09:17 AM
@DrHouse64 - Thanks! I've never done any meaningful work in 3D, so this will be an adventure.
@ExtremeDude2 - Common misconception. You can render anything in software at any resolution you choose. Your code just has to be flexible enough to allow it. It's just so demanding sometimes that 1x is all people bother with, especially when hardware does it faster. With software rendering, you have full control of everything. |
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