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We won't make a 3DS/2DS emulator.



#51 2011-01-01 14:04:46

DaMan
Member
Registered: 2011-01-01
Posts: 59

Re: Filters and resolution

zeromus wrote:

sure its easy just set GL_NEAREST to GL_LINEAR and recompile and enjoy the bugs

The bugs are minor in the couple of games I tried.
DSBF.png

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#52 2011-01-01 17:40:39

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,168

Re: Filters and resolution

the bugs will be major in others. i suppose we could make it an option though.

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#53 2011-01-01 17:52:13

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: Filters and resolution

It is kind of odd though that it seems not everything is actually being anti-aliased in that screenshot...maybe the lack of texture filtering causes issues with the anisotropic filtering?

Either that, or because it's so low res, you need to use a TON of AA (like 16x or even force 32x).

Oh, and with so much AA you could probably just use DirectDraw SW, though probably up to only 200% zoom.

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#54 2011-01-01 18:08:56

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,168

Re: Filters and resolution

the 2d parts are sprites and wouldnt be antialised anyway

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#55 2011-01-01 18:20:49

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: Filters and resolution

Yeah, but I'm pretty sure most of those in that level are flat polygons rather than real sprites.

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#56 2011-01-01 18:30:44

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,168

Re: Filters and resolution

the level is all 3d. the item and the lap display are sprites. everything else should be antialiased if he's got it turned on

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#57 2011-01-02 03:43:28

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: Filters and resolution

Well yeah the HUD is 2D, I was talking about the level.  At least to me it still looks like there's a decent amount a aliasing around.  It may be zoomed in 200%, but some of the jaggies still look pretty steep to me.

I dunno, maybe I just have high standards? (which is strange considering I only have a Radeon 9600 that does only 6xAA...)

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#58 2011-01-02 05:32:32

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,168

Re: Filters and resolution

its you that said it was antialiased, not me or him. its got some kind of postprocess filtering going on or else the hud would be blocky. quit speculating.

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#59 2011-01-02 05:50:20

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: Filters and resolution

Hmm... you're right.  After looking closer at the textures the image seems to have something like hq2x applied.

Speaking of which, I noticed that things like hq2x only apply to the image on-screen rather than 3D textures individually.  Is this a temporary thing or is it intentional?

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#60 2011-01-02 07:52:46

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,168

Re: Filters and resolution

thats intentional and it is standard for emulators. applying it to textures hasnt been considered, primarily because it doesnt make much (any?) sense.

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#61 2011-01-02 07:58:31

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: Filters and resolution

Actually Project64 does it.

And it makes sense to me, though it's not going to be that practical without anisotropic filtering.

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#62 2011-01-02 10:01:57

DaMan
Member
Registered: 2011-01-01
Posts: 59

Re: Filters and resolution

Thats was with 8xSSAA (5870) with HQ2xS.  Here's on with NoAA/AF or filters and its diff (these aren't exact so yoshi&waterfall are slightly in different positions).
NoAA.pngDSdiff.pngDSBF.png
AA turns some jaggies into more buggy blues pixels but HQx has no effect on item box&lap counter.

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#63 2011-01-02 17:11:29

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,168

Re: Filters and resolution

for future reference, you could make a savestate, then advance 10 frames just to be safe, and take your screenshot. next time it will be in identical circumstances.

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#64 2011-01-02 19:08:25

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: Filters and resolution

Also, for screenshots, it would probably be better to use the "DirectDraw SW" display method so that the upscaling filter isn't present.

Other than that, that's a pretty big difference.  Seeing how you're doing SSAA, wouldn't that imply that there IS some way to render DS 3D at a higher res?  (yes, I know zeromus stated that he doesn't like to "up-res" things and that he actually likes jaggies)

Last edited by Nintendo Maniac 64 (2011-01-02 19:18:22)

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#65 2011-01-03 01:11:31

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,168

Re: Filters and resolution

rendering 3d at higher res has nothing to do with antialiasing settings and everything to do with adding a pile of unwieldy hacks to the emulator.

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#66 2011-01-03 01:19:24

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: Filters and resolution

But SSAA involves rendering the 3D at a higher resolution and then downscaling it for the final output.  Is there no way to take advantage of that and avoid said ugly hacks?

Last edited by Nintendo Maniac 64 (2011-01-03 01:20:30)

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#67 2011-01-03 01:22:40

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,168

Re: Filters and resolution

if you want antialiasing and not higher resolution then why not say it? you can do anything you want in 3d as long as the result is 256x192. when people ask for high resolution theyre asking for a giant window with hi res 3d graphics and scaled 2d art

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#68 2011-01-03 01:39:21

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: Filters and resolution

Wait, do the ugly hacks involve the scaling of the 2D elements and not so much the 3D ones?

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#69 2011-01-03 02:08:33

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,168

Re: Filters and resolution

yes, the ugly hacks involve scaling the 2d stuff to blend with the GPU-upres'd 3d graphics, as well as mechanisms too convoluted to describe to deal with the fact that dual screen 3d games grab the 256x192 3d buffer and copy it to a tightly sized piece of memory and then display it as 2d.

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#70 2011-01-03 02:14:45

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: Filters and resolution

Well then nevermind. smile
I was going to go into something from my SSAA post, but it's irrelevant.

So about doing things like hq2x to the actual sprites and polygon textures rather than the window view - ARE there any plans for this or should I go into detail explaining the difference/benefits? (with example screenshots! big_smile)

Last edited by Nintendo Maniac 64 (2011-01-03 02:18:06)

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#71 2011-01-03 04:31:36

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,168

Re: Filters and resolution

there are no plans. yammering about it any more will be counterproductive for your purposes.

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#72 2011-01-03 04:46:28

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: Filters and resolution

Even with screenshot proof and comparisons? (via N64 emulator @ 320x240 with texture filtering disabled)

Last edited by Nintendo Maniac 64 (2011-01-03 04:48:26)

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#73 2011-01-03 05:07:00

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,168

Re: Filters and resolution

don't bother. im sure it looks better with whatever youre dreaming up. i'd look better riding into town on a pony with a lace-trimmed saddle weaved with pearls and plastered with glittery star stickers but neither of these things are going to happen any time soon.

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#74 2011-01-03 05:12:16

Nintendo Maniac 64
Member
From: Northeast Ohio, USA
Registered: 2010-02-24
Posts: 92

Re: Filters and resolution

...you DO realize I'm not making this up, right?  The default video plugins for both Project64 and 1964 implement their pixel upscalers in this fashion.

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#75 2011-01-03 07:28:29

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,168

Re: Filters and resolution

don't bother. im sure it looks better with whatever you're saying those other emulators do or whatever corresponding thing youd like for desmume to do. please quit rambling about it or else ill have to close this topic and lose the potential for any future actually enlightening discussion.

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