You are not logged in.

Read the FAQ and Knowledge Base before posting.
We won't make a 3DS/2DS emulator.

#1 Re: Support » SoftRasterizer vs OpenGL in v0.9.13? » 2022-05-26 06:44:29

rogerman wrote:

"Best results" is really dependent on what you're going for. Both 3D renderers have their strengths and weaknesses.

But in general:
1. For raw emulation accuracy, SoftRasterizer renders 3D more accurately than OpenGL.
2. SoftRasterizer always provides consistent 3D rendering results in all situations, while OpenGL's 3D rendering results may be inconsistent due to inconsistent graphics drivers.
3. For low resolutions, SoftRasterizer is certainly faster than OpenGL. For high resolutions, OpenGL may be faster than SoftRasterizer.
4. For machines with powerful CPUs and weak GPUs (like many of Intel i7s w/ iGPUs,) SoftRasterizer will certainly be faster than OpenGL. Good OpenGL performance requires a good GPU.
5. For extremely old machines (basically anything older than an Intel Core 2 Duo), OpenGL will be faster than SoftRasterizer.
6. OpenGL has extra graphics features that SoftRasterizer lacks, such as Texture Smoothing and MSAA. However, these options are not native NDS features, and can therefore make things look subjectively better or definitely worse, depending on the game.
7. OpenGL can take advantage of the full 24-bit colorspace, which results in rich colors and perfectly smooth gradients (this is inaccurate to the NDS). SoftRasterizer is limited to the 18-bit colorspace, which is accurate to the NDS, but does result in color banding on gradients.

So again, "best results" really depends on your personal preferences. Hope this helps.

Awesome, this is the type of response that I needed, thank you mate!

#2 Support » SoftRasterizer vs OpenGL in v0.9.13? » 2022-05-26 04:50:09

xZabuzax
Replies: 2

So in the new v0.9.13 version, which 3D Render do you recommend, SoftRasterizer or OpenGL?

I've noticed that increasing the resolution in "Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan" by x4 and above makes SoftRasterizer really slow but OpenGL gets full speed so I'm thinking of making OpenGL my default 3D Render for the games now and only switch to SoftRasterizer if I encounter an issue.

So, between SoftRasterizer or OpenGL, which one gives the best results most of the time in the other games?

#3 Re: Support » How to disable the "backups states" every time you hit loadstate? » 2022-05-25 23:06:59

zeromus wrote:

ini file [General] BackupSavestateSuppress=1

Excellent, thank you! that did the trick.

Hopefully, DeSmuME will receive regular updates again, like old times. Keep up the good work mate.

#4 Support » How to disable the "backups states" every time you hit loadstate? » 2022-05-25 07:46:49

xZabuzax
Replies: 5

First of all, thank you for all your hard work, after so many years we finally have a new version, awesome!

Now for my question, how do I disable this feature?
enh: emulator now makes "(backups)" states on every loadstate, for in case you hit loadstate on accident

This feature is counter-productive for me and I wish to disable it, I don't want the emulator to create that file every time I hit the loadstate key, unfortunately, I find it annoying but I do love the rest of the features.

Any help on this is appreciated, thanks!

#5 Re: Support » I would like to report a minor issue with the new "DeSmuME 0.9.10" » 2013-11-29 22:59:39

I'll just copy paste my conversation with Squall in http://ngemu.com/threads/desmume-0-9-10 … st-2134989

I did notice something, this bug only happens if you use a Magnification Filter of 1.5X, it doesn't happen if it's above 1.5X

Magnification Filter with the bug:

Normal
Nearest 1.5X
Nearest+ 1.5X
EPX 1.5X
EPX+ 1.5X

The rest of the Magnification Filters are above 1.5X and doesn't have the bug, example:

Bilinear
2XSaI
SuperEagle
HQ2x
LQ2x
etc...

#6 Support » I would like to report a minor issue with the new "DeSmuME 0.9.10" » 2013-11-28 23:07:50

xZabuzax
Replies: 2

Awesome update, i would like to report a minor issue. The screen separation line is not closing the gap in windowed mode, previous official versions didn't have this problem before, I marked the little gap with the red circle:

jbljQhSOjtf3YS.jpg

If you go to full screen the gap is closed and fixed (it gets fixed in windowed mode too), however, restarting the emu will show the little gap again.

Keep up the awesome work dudes.

Edit:

Another issue popped up in this new version, if you maximize the emulator this weird white line in the bottom-right is visible, this probably have something to do with the first issue i posted:

jmVuGTOZ0jw5v.jpg

#7 Re: Support » DeSmuME v0.9.9 OpenGL Display Method filter bug and a Xaudio2 question » 2013-05-03 21:24:13

zeromus wrote:

windows 7 users (in fact, all users) should try all the available options and choose the one which gives them the best balance of accuracy, delight, and performance.

I can hardly notice any difference using "direct sound" or "Xaudio2" so for me they are both the same =/

I wanted to make sure which one was the better choice for Win7.

Anyway keep up the awesome work on this emu, peace.

Edit:

After more testing i found that "direct sound" is actually faster than "Xaudio2" in my pc so i will keep using "direct sound".

#8 Support » DeSmuME v0.9.9 OpenGL Display Method filter bug and a Xaudio2 question » 2013-05-03 14:13:19

xZabuzax
Replies: 7

First of all awesome job on the update.

Now regarding the issue, this can be considered a minor bug but the "filtering" in OpenGL Display Method can't be saved. If the filtering is enabled and you close the emulator the next time you open the emu the filtering will be disabled again, in other words, you need to enable it everytime you want to use it.

And regarding Xaudio2, should Win7 users replace "direct sound" for "Xaudio2" and will i notice any significant advantage using Xaudio2?

-

PC Specs:

CPU: Intel(R) Core(TM)2 Duo CPU E8200 2.66GHz
GPU: BFG Tech NVIDIA GeForce GTS 250 OverClock Edition 1GB
RAM: KINGSTON 2GB 800MHz PC2-6400 DDR2
PSU: Super Flower 700W
MB: MSI G31TM-P21
Win7: Ultimate 32-bit

#9 Re: General » Desmume 0.9.5 bug? » 2009-11-28 15:42:30

DottorLeo wrote:
xZabuzax wrote:

*My system specs:*
CPU: Intel(R) Core(TM)2 Duo CPU E8200 2.66GHz
GPU: ATI Radeon HD 4350
MB: MSI G31TM-P21
RAM: KINGSTON 2GB 800MHz PC2-6400 DDR2

Your pc is very similar to mine on CPU (mine is E8400, 3Ghz), use Frameskip->Auto->Max 9. Works well without lagging.

Nope, doing that makes the skipping worse.

I'll just stick to 0.9.4 until i get a new cooler, i plan on overclocking this baby to 3.4+ or something.

#10 Re: General » Desmume 0.9.5 bug? » 2009-11-28 03:09:45

Hmm this version *0.9.5* seems to be slower than *0.9.4* (don't know if this should be cosidered a bug).

For example in *0.9.4*,  in "Zelda - Phantom Hourglass" i got *58 - 60 fps*, in "Castlevania - Portrait of Ruin" i got *57 fps*.

In this version *0.9.5*, in "Zelda - Phantom Hourglass" i got *50 - 54 fps*, in "Castlevania - Portrait of Ruin" i got *40 - 45 fps*.

I also don't seem to see benefits from having a dual core, as you can see in my specs my machine is not bad. Also in *0.9.5* enabling Fast Forward don't seem to be forwarding anything at all, it just skips the screen while maintaining the same fps i had (i don't notice that is fast forwarding, what i notice is frame skipping while having the same fps speed i had... hence the speed is the same while pressing fast forward). Example, i'm having *40 - 45 fps* in "Castlevania - Portrait of Ruin", if i press Fast Forward the fps will increase to 50 fps, while having the speed you had before *40 - 45 fps*, while seeing additional skipping... i hope that made sense... (At best it just speed up 2 or 3 fps..)

In *0.9.4* Fast Forward worked like a charm, it sped it to 75 - 80 fps.

BTW english is not my main language, i hope i made sense.

Keep up the awesome work dudes.

*My system specs:*
CPU: Intel(R) Core(TM)2 Duo CPU E8200 2.66GHz
GPU: ATI Radeon HD 4350
MB: MSI G31TM-P21
RAM: KINGSTON 2GB 800MHz PC2-6400 DDR2

#11 General » Desmume 0.9.5 bug? » 2009-11-28 01:48:49

xZabuzax
Replies: 7

Nice update, i spotted a bug. In this version i appear to have wrong colors if my display quality is set to 16 bits.
24036430.jpgw512.png
62080590.jpgw512.png
73112369.jpgw512.png

If i change to 32 bits the colors get fixed, i'm in WinXP Professional with SP2 and latest version of DirectX 9.0.

This emulator is getting awesome and if it gets a nice "full screen" like No$Zoomer it will be more awesome.

*My system specs:*
CPU: Intel(R) Core(TM)2 Duo CPU E8200 2.66GHz
GPU: ATI Radeon HD 4350
MB: MSI G31TM-P21
RAM: KINGSTON 2GB 800MHz PC2-6400 DDR2

Board footer

Powered by FluxBB