Re: Idea for next update
Posted: Wed Apr 06, 2016 8:30 am
Yup, copying saves back and forth isn't worth, but aside from multithreading it's not a big deal outside of laziness to me.
Is that DeSmuME screenshot using the software renderer or one of the OpenGL ones?Showin wrote:I believe this should be added. In fact I was kind of surprised this wasn't an actual feature when I purchased the full version.
The only features I find this emulator is missing are a few more graphical enhancements like texture scaling and this per game settings feature. I know it's unrealistic to assume texture scaling would come anytime soon but ds games would definitely benefit from it. Apparently a newer version of desmume has that feature and look how much better sm64ds looks with it. http://trex.imgtrex.com/i/01464/oxso76g7wh5g.png
I believe it was OpenGL. I'm already aware of the issues something like this would present considering that Drastic doesn't use OpenGL. But that idea of yours is still pretty interesting and could be a very nice compromise. Bilinear filtering would still be a very nice improvement. Though I would appreciate the option to try other custom filters. Similar to the shaders that can already be used. I look forward to seeing what the outcome could be if you consider implementing such.Exophase wrote:Is that DeSmuME screenshot using the software renderer or one of the OpenGL ones?Showin wrote:I believe this should be added. In fact I was kind of surprised this wasn't an actual feature when I purchased the full version.
The only features I find this emulator is missing are a few more graphical enhancements like texture scaling and this per game settings feature. I know it's unrealistic to assume texture scaling would come anytime soon but ds games would definitely benefit from it. Apparently a newer version of desmume has that feature and look how much better sm64ds looks with it. http://trex.imgtrex.com/i/01464/oxso76g7wh5g.png
It might be possible to pre-scale the textures and apply some kind of filter to them without disrupting the 3D rendering code. I'm really not a big fan of hq2x and the like and wouldn't really want to have to do heavily optimized versions of that in software. Something a lot simpler like bilinear filtering may be more realistic.
The only realistic way there'd be actual shaders for textures is if it were in an OpenGL ES renderer. That's not totally off the table, but it's quite another can of worms.Showin wrote:I believe it was OpenGL. I'm already aware of the issues something like this would present considering that Drastic doesn't use OpenGL. But that idea of yours is still pretty interesting and could be a very nice compromise. Bilinear filtering would still be a very nice improvement. Though I would appreciate the option to try other custom filters. Similar to the shaders that can already be used. I look forward to seeing what the outcome could be if you consider implementing such.