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I like #2.
You're the man, you're the greatest, but that's crazy. I had the same opinion when I was into pixel perfect emulation. But now I think it's crazy. I want the highest res possible on the screen, and a widescreen hack if it helps.
If the DS res is 256×192, the best resolution is 960×720 per screen, 1920×720 for both screens, for a 1920×1080 screen.
Last edited by John Peterson (2011-11-01 19:54:30)
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Any chance of getting HQ4X?
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Added a year ago. Use a SVN build.
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After randomly re-discovering this topic in a Google search result, regarding the anti-aliasing bugs, it just hit me - SSAA was being used! If MSAA was used instead, wouldn't everything look fine and dandy?
Heck I could probably test this out myself and provide screenshots since I have a decently good PC now. But I don't have my discrete GPU plugged in right now, so I cannot get those screenshots at this time...
Last edited by Nintendo Maniac 64 (2012-09-16 03:26:16)
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Weird thing is I can't driver forced AA work anymore. But the issues with bilinear filtering are still there without AA but SSAA at least made some of them more obvious.
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I would love for there to be a resolution setting instead of just upscaling.
It should be possible in opengl like with other emulators.
Games like Lufia really suffer from the low pixel count.
This is the best I can currently get from the game.
Raising the resolution would immensely help the visual quality in these types of games.
Last edited by RyviusRan (2013-01-17 02:10:46)
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Youll have a more pleasant life if you learn to enjoy the game the way it was made.
You will have a confusing life because some people use upscale and "Resolution setting" interchangeably.
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I'd rather wait for someone to implement a custom resolution option in opengl.
I know it can be done and if I had the materials and time I would do it myself.
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what I don't understand is why people complained about opengl being buggy when I have only recieved issues with the SoftRasterizer.
For the game 999 the SoftRasterizer has pixel misalignment on the characters and in Lufia SoftRasterizer doesn't properly display the background.
Switching to Opengl fixed this issue.
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Those people are playing different games than you.
Someone will make a resolution enhancement option eventually. Don't hold your breath, though. It's roughly 100x harder than you think it is.
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So, i see MSAA was added to the svn today. Tried to look for a setting to enable it, but failed Also checked the wiki. Any tips?
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the wiki is out of date and theres no way for users to enable it right now. if you want to build the source, change line 492 of ndssystem.h to true. we're working on a plan to make a tricked-out modern opengl implementation (no resolution enhancement though, which has nothing to do with opengl and everything to do with the system level emulation), and i'm waiting for that to show up before i make a control panel for it in the windows port. it does make some things look slightly better.
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Glad to hear. Good luck Zeromus
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Now that's v0.9.9 is out with its new OpenGL 3.2 renderer, I assumed that the above-mentioned MSAA function would be there, but I still don't see it... am I blind or is the functionality just not made visible?
Also, I really hope the MSAA doesn't max out at 4xAA like modern DX11 PC games - with 256x192 being so small you're gonna need tons of AA to make it look good.
Lastly, I won't make any judgements or comments on it, but I stumbled upon this:
http://6bit.net/shonumi/2013/02/25/true … emulators/
EDIT: I see that zeromus has already seen the above-linked blogpost via this link, but it should nevertheless be linked in this topic for reference and relevance.
And Squall via this link claims that "internal resolution scaling" is already on the feature tracker.
Last edited by Nintendo Maniac 64 (2013-08-02 01:54:39)
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why would you assume that the feature you specifically wanted would follow automatically from the infrastructural groundwork being laid for it? its more work, its more time.
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why would you assume that the feature you specifically wanted would follow automatically from the infrastructural groundwork being laid for it? its more work, its more time.
...huh.
I'm sorry, but your use of pronouns makes your post unclear to me which part of my post you are referring to.
Last edited by Nintendo Maniac 64 (2013-08-02 09:32:15)
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my reference of your assumption should make it clear what i was referring to
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The problem though is that I don't know if you're specifically referring to this:
Now that's v0.9.9 is out with its new OpenGL 3.2 renderer, I assumed that the above-mentioned MSAA function would be there, but I still don't see it... am I blind or is the functionality just not made visible?
or this:
Also, I really hope the MSAA doesn't max out at 4xAA like modern DX11 PC games - with 256x192 being so small you're gonna need tons of AA to make it look good.
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one of those is an assumption, and one of them is a wish.
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Well, I wanted to make sure you were talking about the first because making even more assumptions on top of a pre-existing one just results in a world of problems.
So therefore, is it safe to say that the current OpenGL 3.2 in DeSmuME 0.9.9 is still a WIP? Because currently it doesn't seem any more "tricked-out" than the Old OpenGL...
Last edited by Nintendo Maniac 64 (2013-08-03 05:56:11)
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its safe to say that desmume is still a WIP, including that part.
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I know GUI work is never fun, but is a line in the ini or command line option to enable AA asking to much?
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Woo I like this thread. :3
I've always wondered what a ds game would look like with a bit of AA on it.
I remember when I first played Ocarina of Time with all the graphical sprinkles on it,
I nearly shed a tear.
I think the idea of expanding something past the consoles own abilities is one reason I tinker with emulators.'
It's just amazing how you can make an n64 game look better than most ps2 game, with just a few settings and texture packs.
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Thanks for applying the AA patch zeromus. First beer is on me.
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I saw AA was added. Thanks! I was just wondering though, is it 2x, 4x, or what?
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