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#101 2014-04-07 03:24:39

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 5,072

Re: Filters and resolution

the maximum that opengl says your device supports

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#102 2014-04-07 04:57:29

cleaver
Member
Registered: 2014-04-07
Posts: 1

Re: Filters and resolution

Zeromus, thank you so much.  I've been waiting for this for a while.  I'm sure a lot of people have, they just don't know about the early releases.  (If they did I'm sure this forum would be on fire.)

For example Resident Evil DS, it has everything that the older Resident Evils should've had.  Quick turn, reload, knife without equipping.  And the models are a lot better than the original.  I know the REMake is fantastic but I've still wanted to have the definitive version of the original.  I bought it for the DS, I just don't really like playing anything on a tiny screen, and some kids broke it when I let them borrow it.

Anyway, with that long introduction, whenever I turn OpenGL on, the 3D models disappear.  The only time one can see them is on the SoftRasterizer option...so without an old school television the models are a blurry pixelated mess.
Are there any fixes for this problem?

Thanks again, your emulator is awesome!

Last edited by cleaver (2014-04-07 05:02:17)

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#103 2014-04-07 05:08:05

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 5,072

Re: Filters and resolution

they're going to look mostly the same with the opengl renderer, just with fuzzy edges if you turn on MSAA. Study it in another game first to see if it matters... i havent heard before about resident evil DS having problems rendering the models with the opengl renderer.

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#104 2014-04-07 17:14:12

Rizzo
Member
Registered: 2013-10-14
Posts: 15

Re: Filters and resolution

zeromus wrote:

the maximum that opengl says your device supports

Ah so I suppose 8x. thats not too bad. smile

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#105 2014-04-10 03:26:01

Monochrome100
Member
Registered: 2014-04-10
Posts: 30

Re: Filters and resolution

Hello everyone someone created modified version of Desmume named Desmume X432R  with option to increase internal resolution.
Newest x86 Binary: http://translate.google.com/translate?h … 26num%3D30
x64 Binary: http://gbatemp.net/threads/hi-resolutio … on.364549/
http://mudlord.info/temp/DeSmuME_VS2010_x64_release.rar
Here is comparison: http://imgur.com/a/0cKI2
http://www.geocities.jp/gponys/desmume_aa.html
https://www.youtube.com/watch?v=_0lIEPJ1j-o
https://www.youtube.com/watch?v=c7LRBu2lcZw
http://imgur.com/a/ORzki#0
DS graphics looks like garbage at native but looks great at higher resolution.
http://oi58.tinypic.com/2s1wu3s.jpg
I found binary of SVN r5033 with Hi-Res patch: http://filetrip.net/nds-downloads/emula … 32783.html
Look how great Metroid Prime:Hunters is looking:  https://www.youtube.com/watch?v=Ae1dcvPXryM
http://33bits.es/foro/index.php?topic=18628.0
https://www.youtube.com/watch?v=V5nOVs61kJo

Last edited by Monochrome100 (2014-05-02 01:09:52)

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#106 2014-04-10 03:46:14

ff11
Member
Registered: 2014-01-04
Posts: 20

Re: Filters and resolution

Monochrome100 wrote:

Hello everyone someone created modified version of Desmume named Desmume X432R  with option to increase internal resolution.
http://translate.google.com/translate?h … 26num%3D30
Here is comparison: http://imgur.com/a/0cKI2
http://www.geocities.jp/gponys/desmume_aa.html
https://www.youtube.com/watch?v=c7LRBu2lcZw

Very good! I'm not playing DS almost 1 year, but very good!

zeromus, can you merge? Please.

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#107 2014-04-10 03:50:28

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 5,072

Re: Filters and resolution

this fork won't be considered for merging until its development stops. otherwise it's a huge waste of our work to continually reintegrate. someone may make a branch on the svn

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#108 2014-04-10 04:03:38

ff11
Member
Registered: 2014-01-04
Posts: 20

Re: Filters and resolution

zeromus wrote:

this fork won't be considered for merging until its development stops. otherwise it's a huge waste of our work to continually reintegrate. someone may make a branch on the svn

Maybe try to recruit the person that make this fork is a good choice, he/she can do this and avoid double work. And more skillful devs is good to desmume too (at least for my viewpoint)

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#109 2014-04-10 04:05:41

Monochrome100
Member
Registered: 2014-04-10
Posts: 30

Re: Filters and resolution

zeromus wrote:

this fork won't be considered for merging until its development stops. otherwise it's a huge waste of our work to continually reintegrate. someone may make a branch on the svn

I think I found contact info with author : http://translate.google.com/translate?h … 26num%3D30

http://translate.google.com/translate?h … 26num%3D30

By development stopping you mean until  upresing feature will be mature or until author will stop creating new builds ?.

Last edited by Monochrome100 (2014-04-10 04:51:46)

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#110 2014-04-10 04:05:45

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 5,072

Re: Filters and resolution

Do you think you're the 1st person to think of this, or the 100th?

I mean, until both.

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#111 2014-04-10 04:13:13

ff11
Member
Registered: 2014-01-04
Posts: 20

Re: Filters and resolution

zeromus wrote:

Do you think you're the 1st person to think of this, or the 100th?

I mean, until both.

Probably around the 500th, but I want be a part of this number too big_smile

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#112 2014-04-10 04:24:19

Monochrome100
Member
Registered: 2014-04-10
Posts: 30

Re: Filters and resolution

zeromus wrote:

Do you think you're the 1st person to think of this, or the 100th?

I mean, until both.

I personally hope he or you Zeromus will implement multi-pass shader based filters from Retroarch which OSX/Cocoa version of Desmume already has into Windows version later but its separate feature.   Increasing resolution already  works good so there is no reason to wait for author of Desmume X432R to stop especially that its based on old SVN r5024.
Higher internal resolution+Antialiasing+Multi-pass shaders would look wonderful and better than 3DS games.
Especially Deposterize in combination with other shaders which OSX version already has and Windows version should have, would be very useful at higher resolutions.
Here is Deposterize: http://blog.metaclassofnil.com/?p=306

Last edited by Monochrome100 (2014-04-15 13:39:25)

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#113 2014-04-11 12:09:39

Rizzo
Member
Registered: 2013-10-14
Posts: 15

Re: Filters and resolution

Oh woooow. That upscaling looks pretty good. It doesn't seem to mix well with opengl but works great with the soft. (Doesn't work at all with Tales of Innocence) but oh well. I see why Zero doesn't want to add it yet. It needs a lot of testing and in need of some streamlining.

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#114 2014-04-11 12:14:46

Monochrome100
Member
Registered: 2014-04-10
Posts: 30

Re: Filters and resolution

Rizzo wrote:

Oh woooow. That upscaling looks pretty good. It doesn't seem to mix well with opengl but works great with the soft. (Doesn't work at all with Tales of Innocence) but oh well. I see why Zero doesn't want to add it yet. It needs a lot of testing and in need of some streamlining.

Its not upscaling its increasing internal resolution.

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#115 2014-04-11 12:50:09

Rizzo
Member
Registered: 2013-10-14
Posts: 15

Re: Filters and resolution

Monochrome100 wrote:
Rizzo wrote:

Oh woooow. That upscaling looks pretty good. It doesn't seem to mix well with opengl but works great with the soft. (Doesn't work at all with Tales of Innocence) but oh well. I see why Zero doesn't want to add it yet. It needs a lot of testing and in need of some streamlining.

Its not upscaling its increasing internal resolution.

Yeah that's what I meant. My bad.
But yeah as I was saying, it's way too slow and buggy to be usable. i've been going through my folder of games and everyone of them seem to go nuts with opengl with AA on. Without AA on, it seems usable, but with it on, the textures scatter everywhere and it's unplayable. I managed to get it working with TOI by disabling AA, but screen flickering occurs. (though what I see under the flickering does look good.

Welp, at least its a step in the right direction. *Goes back to messing around.

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#116 2014-04-11 13:53:25

Monochrome100
Member
Registered: 2014-04-10
Posts: 30

Re: Filters and resolution

Rizzo wrote:
Monochrome100 wrote:
Rizzo wrote:

Oh woooow. That upscaling looks pretty good. It doesn't seem to mix well with opengl but works great with the soft. (Doesn't work at all with Tales of Innocence) but oh well. I see why Zero doesn't want to add it yet. It needs a lot of testing and in need of some streamlining.

Its not upscaling its increasing internal resolution.

Yeah that's what I meant. My bad.
But yeah as I was saying, it's way too slow and buggy to be usable. i've been going through my folder of games and everyone of them seem to go nuts with opengl with AA on. Without AA on, it seems usable, but with it on, the textures scatter everywhere and it's unplayable. I managed to get it working with TOI by disabling AA, but screen flickering occurs. (though what I see under the flickering does look good.

Welp, at least its a step in the right direction. *Goes back to messing around.

Author of Desmume X432R  has nothing to do with antialiasing. Bugs with antialiasing report to Zeromus. But combination of higher resolution and Antialiasing can probably create new bugs .

Last edited by Monochrome100 (2014-04-11 14:20:00)

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#117 2014-04-11 14:18:36

Rizzo
Member
Registered: 2013-10-14
Posts: 15

Re: Filters and resolution

I think it's a new problem from the combination of hi res and AA, because it only does it when both are turned on.
Im not worried about it though. It looks good enough with just the hi res on.

Last edited by Rizzo (2014-04-11 14:35:46)

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#118 2014-04-12 04:53:31

Apache Thunder
Member
Registered: 2014-04-12
Posts: 2

Re: Filters and resolution

I would definitely like to see this make it's way to DeSmuME at some point. Someone made a GIF that really shows the improvement:

hires_zpsa5c11f8b.png

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#119 2014-04-12 05:19:38

Monochrome100
Member
Registered: 2014-04-10
Posts: 30

Re: Filters and resolution

Apache Thunder wrote:

I would definitely like to see this make it's way to DeSmuME at some point. Someone made a GIF that really shows the improvement:

http://i542.photobucket.com/albums/gg40 … c11f8b.png

Yes but it also needs at least Full HD or higher like 4K, 1024x768 looks far superior to native but is still not enough.

Last edited by Monochrome100 (2014-04-14 06:11:57)

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#120 2014-04-12 15:34:35

Apache Thunder
Member
Registered: 2014-04-12
Posts: 2

Re: Filters and resolution

Well yeah that would be great, but most of us don't have two monitors as reselutions that high would mean we'd need a second one to use the bottom screen. Hell we already need two monitors for anything over 3x. tongue

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#121 2014-04-12 16:37:36

Monochrome100
Member
Registered: 2014-04-10
Posts: 30

Re: Filters and resolution

Apache Thunder wrote:

Well yeah that would be great, but most of us don't have two monitors as reselutions that high would mean we'd need a second one to use the bottom screen. Hell we already need two monitors for anything over 3x. tongue

Full HD is nothing special nowadays and many people  have monitors with far higher resolutions like 4k.Even if you have sub-HD monitor you can choose lower resolution and separate Desmume screens anyway so there is  no reason to not implement higher resolution.

Last edited by Monochrome100 (2014-04-15 10:22:40)

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#122 2014-04-15 10:09:53

Monochrome100
Member
Registered: 2014-04-10
Posts: 30

Re: Filters and resolution

Difference is huge in 3D games like Solatorobo, Tales of Innocence and Metroid Prime:Hunters compare blurry mess and HD: http://33bits.es/foro/index.php?topic=18628.0http://s6.filetrip.net/p/23363/196074-avalon.png  cool
Check out this demonstration: https://www.youtube.com/watch?v=V5nOVs61kJo  smile

Last edited by Monochrome100 (2014-04-17 07:27:31)

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#124 2014-04-27 20:17:22

Monochrome100
Member
Registered: 2014-04-10
Posts: 30

Re: Filters and resolution

GCJlgLB.jpg2s1wu3s.jpg 196079-metroid.pngfyFlk4V.png7POUsue.png196081-phantasy.png

Last edited by Monochrome100 (2014-04-27 20:52:25)

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#125 2014-04-29 12:55:22

Rizzo
Member
Registered: 2013-10-14
Posts: 15

Re: Filters and resolution

28vrok8.jpg

ket3mc.jpg

Sorry if my pics are too big, but wow, these look great.
Now this is what emulation is about! Making old games, look 10x better. ^.^
Now, if only we could add texture packs!

Btw, I don't know if it's just me but I downloaded the latest version of it, and I seem to be getting a slightly better framerate than before. I can run x2 perfect and x3 playable....4x is still ughhhh. QQ Opengl is running better, but I updated my gfx card drivers, so that may have something to do with it.

http://www.emucr.com/2014/04/desmume-x4 … 40428.html

on an offtopic note, that 3ds emulator.

http://www.emucr.com/2014/04/citra-git-20140429.html

Last edited by Rizzo (2014-04-29 13:24:36)

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