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Last edited by Monochrome100 (2014-07-26 12:02:14)
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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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Pokemon looks great: , , , , ,, ,
,
Last edited by Monochrome100 (2014-08-13 20:01:07)
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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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Nice Hi Resolution DS games, which similar to Sony PSX games for me!
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great speed up in recent update
hope it will add in formal version someday
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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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Enjoy the The Sorcerer's Apprentice on Desmume X432R!
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I know it's been a while, but there you go.
This is mainline DeSmuME. Not X432R. Not libretro. Mainline.
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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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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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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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Neat. Is this feature coming to Windows?
Last edited by autofire (2015-08-21 20:08:39)
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eventually
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What's the best filter resolution for Chrono Trigger?
I am using 2xBRZ atm
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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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seems that desmume can use texture scaling in opengl?
bravo!
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I created some pictures from Dragon Quest IX.
More can be found in the gallery: http://imgtrex.com/g/x6th1ic3
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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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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Thanks a lot for the quick and detailed answer.
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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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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Those are sprites. Anything's possible, including flying cars, with enough engineering time.
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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:
Super xBR with fast Bilateral
Super xBR:
Super xBR with fast Bilateral
Super xBR:
Super xBR with fast Bilateral
Super xBR
Super xBR with fast Bilateral
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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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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