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#126 2014-05-02 00:57:00

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

Re: Filters and resolution

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Last edited by Monochrome100 (2014-07-26 12:02:14)

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#127 2014-05-06 19:52:47

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

Re: Filters and resolution

https://www.youtube.com/watch?v=u1PrL5s … e=youtu.be

^Recorded a metroid prime hunters playthrough in 3x resolution and AA enabled.

More episodes to come on my days off!

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#128 2014-05-24 19:22:58

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

Re: Filters and resolution

fadedYM.gif  Pokemon looks great: moMV4dP.png , HT4NAEl.png , vvzIZZT.png , JE80Npd.png , tpIFS5r.png ,kJPCW08.pngattachment.php?aid=50536attachment.php?aid=50558
13ws57.png 40xspb.png, 2v2st9.png mario3on3zhsim.png
2NXHZL8.png NwPpK6Z.png 2M3F88q.png
budLMfx.jpgvbom1E8.jpg FDExwFW.png
6IIzKc3.png 5jcQJz1.png ytS09kc.png XMma8SA.pngQoD2dYk.jpgYL6GEoO.jpgRT0kS8k.png cop6hwss3.png EI3YrXS.png RRAyctT.png ff12-6.png?psid=1 ff12-3.png?psid=1  pacworld31.png?psid=1 rayman2.png?psid=1 FhYsPtK.jpg Pjcue5H.png
tla1.png?psid=1

Last edited by Monochrome100 (2014-08-13 20:01:07)

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#129 2014-07-25 05:43:21

fintogive
Member
From: USA
Registered: 2014-04-11
Posts: 346
Website

Re: Filters and resolution

Just thought id point out that the author of this build updates the build on this site usually once to twice a month.
http://shikaver01.webcrow.jp/  (both 32 and 64 bit version)

The latest version has a fixed OpenGL (working fog, fixed graphical glitches) with Anti-aliasing.  also openGL runs much faster.  i can run games at full speed with an i7 4930k (stock speed) at x4 res.

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#130 2014-08-02 08:43:48

AsPoke3172
Member
Registered: 2010-04-21
Posts: 209

Re: Filters and resolution

Nice Hi Resolution DS games, which similar to Sony PSX games for me! big_smile

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#131 2014-08-03 12:31:17

findpkq
Member
Registered: 2012-11-24
Posts: 79

Re: Filters and resolution

great speed up in recent update
hope it will add in formal version someday

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#132 2014-10-09 11:08:48

Ghostroo
Member
Registered: 2010-01-16
Posts: 3

Re: Filters and resolution

Wow. I remember posting the topic back around 4 years ago and I only came back the other day to check up and see that it's actually gotten results.

Thanks to those involved with implementing high-resolution in the emulator, it makes a lot of games visually impressive (even Phantasy Star Zero looks so much better). The only issue I currently have at the moment is that it does tax my hardware (Intel i5 2500k, 16 gigs of 2100MHz RAM and a GTX680) but that's only because I haven't really fiddled too much with the settings and the emulator it is still experimental in some areas regarding high-resolution.

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#133 2015-02-19 13:43:32

AsPoke3172
Member
Registered: 2010-04-21
Posts: 209

Re: Filters and resolution

Enjoy the The Sorcerer's Apprentice on Desmume X432R! smile

The_Sorcerer_s_Apprentice_Big_Size.jpg

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#134 2015-08-20 20:30:50

rogerman
Member
Registered: 2011-06-04
Posts: 380

Re: Filters and resolution

I know it's been a while, but there you go.

This is mainline DeSmuME. Not X432R. Not libretro. Mainline.

wLs4cB9.png
zcc0Ab0.png

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#135 2015-08-20 20:36:42

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

Re: Filters and resolution

BLASPHEMY!

(in a good way)


Considering the...debates that happened earlier in this thread, I never expected to see that.

I can't test right now, but I must ask - is it able to use high-res rendering and pixel filters at the same time?  I know from experience that this is something that X432R isn't able to do, so it'd be interesting to see if mainline DeSmuME has the same limitation or not.

Last edited by Nintendo Maniac 64 (2015-08-20 20:44:15)

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#136 2015-08-20 21:55:43

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,214

Re: Filters and resolution

There's no reason at all for that limitation. It seems x432r's arbitrary decision. It has nothing to do with desmume.

I should add that a more sophisticated solution would be to run the pixel filters on the 2d graphics before compositing with 3d. That isn't the natural way to do it, but it'd be something to work towards for sure.

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#137 2015-08-21 03:00:39

rogerman
Member
Registered: 2011-06-04
Posts: 380

Re: Filters and resolution

Nintendo Maniac 64, it depends on which filter you're talking about. Some filters are resolution-independent, so they can be applied regardless of what the rendering resolution is. "Pixel scaler" type filters only work at fixed resolutions, so applying them on high-resolution resolutions, although possible, makes little sense.

In the Mac version, every filter listed under Source Filter or Output Filter are resolution-independent, which are: Deposterize, Bilinear, Bicubic (B-Spline), Bicubic (Michell-Netravali), Lanczos2, and Lanczos3. All filters listed under Pixel Scaler are resolution-fixed, such as EPX, 2xSaI, HQnx, xBRZ, and others.

In the Windows version, the only resolution-independent filter available is Bilinear. All the other filters are the pixel scalers listed in the Magnification Filter menu.

But everything I've just talked about are full-screen post-processing filters. What about applying filters to the individual 2D layers, like what Zeromus was talking about, so that both high-res 3D and upscaled 2D can exist in the same frame? That would require serious reworking of the GPU code. Keep in mind that what I did to get resolution-independent rendering is essentially extend the existing code. I did not change any of the existing emulation methodology whatsoever. Applying filters to the individual 2D layers would change how we emulate the GPU, which may open up a whole new can of worms...

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#138 2015-08-21 20:07:51

autofire
Member
Registered: 2013-09-05
Posts: 6

Re: Filters and resolution

Neat. Is this feature coming to Windows?

Last edited by autofire (2015-08-21 20:08:39)

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#139 2015-08-22 03:35:27

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,214

Re: Filters and resolution

eventually

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#140 2015-09-14 17:29:09

flynninfinite
Member
Registered: 2015-09-13
Posts: 2

Re: Filters and resolution

What's the best filter resolution for Chrono Trigger?
I am using 2xBRZ atm

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#141 2015-09-14 21:47:02

rogerman
Member
Registered: 2011-06-04
Posts: 380

Re: Filters and resolution

flynninfinite, that is a very subjective question.

Personally, I think that xBRZ is the best pixel scaler for Chrono Trigger due to the game's art style. Lots of games from the SNES era, and many 2D-only NDS games, work very well with xBRZ. But xBRZ doesn't look the best in all cases. You really have to experiment with each filter and see what you like. If your hardware can't handle xBRZ, you can use the previous generation scaler, HQnx, which renders similar results for the most part.

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#142 2016-03-09 10:00:43

findpkq
Member
Registered: 2012-11-24
Posts: 79

Re: Filters and resolution

seems that desmume can use texture scaling in opengl?
bravo!

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#143 2016-03-18 11:21:24

papermanzero
Member
Registered: 2016-03-18
Posts: 12

Re: Filters and resolution

I tested the new filtering feature. Together with the High-Resolution upscaling it is amazing.

Animal Crossing:
kddm476n5md2_t.jpg nnzflg65yvsr_t.jpg

Big Bang Mini:
ttupe1n10q1r_t.jpg bp1gwb0mjxwn_t.jpg

FFCC - Ring of Fates:
e70lxk5g7l9d_t.jpg gk9h073m2bl0_t.jpg

Final Fantasy Fables:
nivmhdtnjffa_t.jpg 8e0tpbyc6y82_t.jpg

Golden Sun DS:
pps5t5hr9bhp_t.jpg v8a056hi6wnm_t.jpg zpt3waupii1q_t.jpg 0r3cvkl5lh8r_t.jpg p5p3t63hozcc_t.jpg a37raiyl84ty_t.jpg w8umihsjvx54_t.jpg

Mario Kart DS:
4vlz9su6y4ik_t.jpg 9f4qaxz8k7xe_t.jpg sbu0gs8qnauw_t.jpg anm6zlgzk4he_t.jpg q7ropcf0l2cx_t.jpg 2d9vba9s0jxh_t.jpg e80r9c4jyh1b_t.jpg f4425nyeln8p_t.jpg 9x2a2l6jyn6o_t.jpg eyi0mi7zax4b_t.jpg fidhqmmujnm5_t.jpg oyr53ntdz5t8_t.jpg rntke81v6zph_t.jpg

Metroid Prime Hunters:
54t8es6kg22c_t.jpg xtkq553r2xbe_t.jpg ld8p08fb9tkw_t.jpg nvevimg2t5dq_t.jpg 4d991c2rlcqz_t.jpg g00bxb0y18fg_t.jpg m696by8yju69_t.jpg

Okami Den:
vbvfplo2ln7h_t.jpg l5idm42981gk_t.jpg p88o48o8abxe_t.jpg 6es6rn0ih49l_t.jpg rtbs82gjbcpj_t.jpg uywbdpzrq4ga_t.jpg

Starfox Command:
h64faqg4f4mq_t.jpg ki4hqrq8gqo5_t.jpg yysbhznbazhr_t.jpg zogqy4fqw8jp_t.jpg

Super Mario 64 DS:
oxso76g7wh5g_t.jpg 24jpw80gnbc9_t.jpg 7zvfh1nqsb50_t.jpg azs7qa0wuow9_t.jpg

The Legend of Zelda - Phantom Hourglass
km1kjikqlg9u_t.jpg kgcrm36lnxrp_t.jpg uk7d4z96edie_t.jpg

The Legend of Zelda - Spirit Tracks
d0l3i8gqc4rm_t.jpg tbw6rbpbfst4_t.jpg 2osmzqlpbvvz_t.jpg wnjneus21s6v_t.jpg c5n9ywsdqsvy_t.jpg 68h55o15bqgm_t.jpg dvbtyhtzzv5w_t.jpg lv6u5pkrd9mx_t.jpg 98feu5mrkvdy_t.jpg zwwpmrjq314o_t.jpg zln0p4cjtr0i_t.jpg 2kpsq44pgzhp_t.jpg dqskumdv4lb8_t.jpg rml6ax02di52_t.jpg

Viewtiful Joe - Double Trouble:
umf9brxdreka_t.jpg hy9nusigzdbj_t.jpg

Last edited by papermanzero (2016-03-18 12:02:26)

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#144 2016-03-19 19:15:47

papermanzero
Member
Registered: 2016-03-18
Posts: 12

Re: Filters and resolution

I created some pictures from Dragon Quest IX.
More can be found in the gallery: http://imgtrex.com/g/x6th1ic3


9orxurl4chod_t.jpg 9nq1gmxn4tir_t.jpg dposmpenixul_t.jpg 6dedk887sd2w_t.jpg 7oc9hy0gkhki_t.jpg aw628mx6g803_t.jpg peob7k0p0lyl_t.jpg wcrtiqfwx7kx_t.jpg 30d70laflmd3_t.jpg

I have just a small request. I know everything is still in development, and I highly appreciate the work you did with high resolution and texture scaling (as you can see in my images). But can you add in the future the texture scaling features from ppsspp?
Means beside "xBRZ", can you add following filters:
"Hybrid" (I guess it is linear scaling with xBRZ),
"Bicubic"
"Hybrid + Bicubic"?

In some games the xBRZ filter is just to comic like and doesn't fit to the style of the game. Therefore the Bicubic filter is much more efficient to keep the original style of the game.
PPSSPP Forum:
http://forums.ppsspp.org/showthread.php?tid=1757&page=4
PPSSPP Source:
https://github.com/hrydgard/ppsspp/blob … erCommon.h
https://github.com/hrydgard/ppsspp/blob … Common.cpp

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#145 2016-03-19 19:51:24

rogerman
Member
Registered: 2011-06-04
Posts: 380

Re: Filters and resolution

papermanzero, thanks for providing screenshots of the latest DeSmuME build! Glad that you're enjoying testing the new graphics features that are currently in development.

With regards to the PPSSPP filters: There was much experimentation that was done with the Hybrid and Bicubic filters for texture upscaling, but these were rejected due to performance reasons. DeSmuME has to load all textures on an as-needed basis due to the way we emulate the 3D rendering system. Therefore, we can't benefit from any texture preloading, which means that any texture processing has to be done as fast as possible in order to avoid random stuttering in-game. The Bicubic and Hybrid filters are too demanding on the CPU to work for us at this time.

Our texture upscaling code is still in its infancy. One of the big reasons why performance is a big issue is because all texture processing is performed on the CPU. While experimenting with the PPSSPP filters, I noticed that they would work extremely well if processed on the GPU. However, reworking our 3D rendering system to perform texture processing on the GPU is not a trivial task. The amount of work and testing involved would be huge. In order for the Bicubic and Hybrid filters to make it into DeSmuME's texture upscaler, it would mean that we would have to do texture processing on the GPU. Do not expect this to happen any time soon!

There is also the matter of color depth: All video output framebuffers are hardcoded to be 16-bit color right now, so you wouldn't be able to see any kind of smooth color gradients regardless of how nice the texture processing is or how nice the 3D rendering is. The color depth issue is currently being worked to eliminate the 16-bit limitation.

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#146 2016-03-19 21:48:31

papermanzero
Member
Registered: 2016-03-18
Posts: 12

Re: Filters and resolution

Thanks a lot for the quick and detailed answer. smile
This explains a lot, especially concerning performance.

As said, I highly appreciate your work.
It's incredible what you achieved.
You are doing such a great job.

Last edited by papermanzero (2016-03-19 21:50:16)

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#147 2016-03-26 09:30:13

papermanzero
Member
Registered: 2016-03-18
Posts: 12

Re: Filters and resolution

I hope the devs won't kill me, but I am curious about some pixelated graphics. :-)
Some Textures are nicely scaled but others are unaffected. My screenshots show this effect in some games like Mario Kart.
I would like to know why. Are these graphics different compared to textures (maybe sprites?).
Is it also possible to scale/filter these graphics as well?

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#148 2016-03-26 16:25:18

zeromus
Radical Ninja
Registered: 2009-01-05
Posts: 6,214

Re: Filters and resolution

Those are sprites. Anything's possible, including flying cars, with enough engineering time.

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#149 2016-08-24 09:41:03

papermanzero
Member
Registered: 2016-03-18
Posts: 12

Re: Filters and resolution

I am currently playing around with Super xBR and the bilateral filter, which has amazing results.
Super xBR is much more advanced than xBRZ.
Super xBR has the benefit of less posterization effects, together with bilateral the effect is almost gone.

Examples:
Super xBR:
retroarch-0504-213811jruk7.png

Super xBR with fast Bilateral
retroarch-0504-213856a8u91.png
Super xBR:
retroarch-0504-2142053tuho.png

Super xBR with fast Bilateral
retroarch-0504-21422878u69.png

Super xBR:
retroarch-0504-2147424fuwg.png

Super xBR with fast Bilateral
retroarch-0504-214817e2uhg.png

Super xBR
retroarch-0428-093725cifha.png

Super xBR with fast Bilateral
retroarch-0428-09373974eqe.png

The DS has the same issues like the PSX concerning filtering.
Together with the RGB888 change, it would be a great a addition to enhance the DS image quality.

Here is the C++ Code for Super xBR:
http://pastebin.com/raw/cbH8ZQQT

Last edited by papermanzero (2016-08-24 13:15:31)

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#150 2016-08-29 20:47:05

rogerman
Member
Registered: 2011-06-04
Posts: 380

Re: Filters and resolution

Super xBR does look neat, but doesn't provide any significant visual improvement over our existing Deposterize+xBRZ filter scheme. The advantage of our scheme is that our Deposterize and xBRZ filters are applied as two separate operations, so the user has more control over their filtering options. In addition, DeSmuME uses a specially modified version of xBRZ to work for its texture filtering, so figuring out how to modify Super xBR to work with NDS texture filtering is even more additional work.

Needless to say, you can't see the true look of Deposterize+xBRZ in DeSmuME just yet, because we still need to get full 32-bit color support in the GPU emulation first. However, seeing some 32-bit support in testing makes Deposterize+xBRZ look fantastic, and arguably just as good if not better, than those Super xBR screenshots you just posted.

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