Higher resolution rendering
Is there any public development in that area? Back them Exophase talked about his/her wishes of fiddling with it: viewtopic.php?f=5&t=1550
It's been one year and at least the overall processing power increased a lot. Is still unviable to do it? Is hardware rendering still not an option? Using DeSmuME X432R while my phone was broken spoiled me a lot.
It's been one year and at least the overall processing power increased a lot. Is still unviable to do it? Is hardware rendering still not an option? Using DeSmuME X432R while my phone was broken spoiled me a lot.
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Re: Higher resolution rendering
I'm working on it now, but it'll be out in the version after the next one (which will be out very very soon, just trying to catch last minute things)
Re: Higher resolution rendering
How heavily it's hitting performance? On DeSmuME it's pretty severe, much more so on soft rendering, but DraStic runs much better than it considering each hardware.
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Re: Higher resolution rendering
I don't know yet what the performance will be like, my initial work has only been on a PC Linux version (I do all of my initial development there). I mean, everything I've tested (2x2 rendering, 512x384 - this is all it will support) runs fullspeed on my i5-2500K desktop but I don't think that tells you anything useful. And I haven't yet done any of the work to integrate the 2D rendering into it, it's working basically by bypassing the 2D subsystem entirely, just to have something to start working with (so overlaid graphics and the like are missing)Fefo wrote:How heavily it's hitting performance? On DeSmuME it's pretty severe, much more so on soft rendering, but DraStic runs much better than it considering each hardware.
It'll probably be a few more weeks before Lordus and I can start giving preliminary performance numbers. What I can tell you is that it's software rendered, like DraStic has always been, and I don't have plans for trying hardware rendering in the foreseeable future (and if I did, I can't say for sure that it'd be faster, especially on all devices, and such a thing would definitely require OpenGL ES 3.0 or better). So it'll need a lot of CPU power, since the 3D part will need ~4x time to render those pixels (and the 2D part will need some more time too). A high-end quad core is preferable because the 3D rendering is split between 3 threads if you have the cores.
Re: Higher resolution rendering
Looks loosely similar to mine, so I can see how things will work when they do. Multithreading is good news though; I'll need every bit I can to play it on my Nexus 4, with mininal skipping if I'm lucky.
Thanks for your insight Exophase.
Thanks for your insight Exophase.
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Re: Higher resolution rendering
Sounds very promising. If you need some performance testing done my Note 4 is at your service.Exophase wrote:I don't know yet what the performance will be like, my initial work has only been on a PC Linux version (I do all of my initial development there). I mean, everything I've tested (2x2 rendering, 512x384 - this is all it will support) runs fullspeed on my i5-2500K desktop but I don't think that tells you anything useful. And I haven't yet done any of the work to integrate the 2D rendering into it, it's working basically by bypassing the 2D subsystem entirely, just to have something to start working with (so overlaid graphics and the like are missing)Fefo wrote:How heavily it's hitting performance? On DeSmuME it's pretty severe, much more so on soft rendering, but DraStic runs much better than it considering each hardware.
It'll probably be a few more weeks before Lordus and I can start giving preliminary performance numbers. What I can tell you is that it's software rendered, like DraStic has always been, and I don't have plans for trying hardware rendering in the foreseeable future (and if I did, I can't say for sure that it'd be faster, especially on all devices, and such a thing would definitely require OpenGL ES 3.0 or better). So it'll need a lot of CPU power, since the 3D part will need ~4x time to render those pixels (and the 2D part will need some more time too). A high-end quad core is preferable because the 3D rendering is split between 3 threads if you have the cores.
Re: Higher resolution rendering
So, the implementation is more or less done. Although I'm sure there will still be things to fix and add. Lordus is testing it in Android now. Hope to have videos and some performance comparisons up soon.
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Re: Higher resolution rendering
Here's the real kicker: games with sloppy viewport configurations e.g. Kit Mystery Challenge may suffer from scaling issues, or at least that's what happens with Desumume X432R.Exophase wrote:So, the implementation is more or less done. Although I'm sure there will still be things to fix and add. Lordus is testing it in Android now. Hope to have videos and some performance comparisons up soon.
Re: Higher resolution rendering
Yeah, that's going to be the real deciding factor herehuckleberrypie wrote:Here's the real kicker: games with sloppy viewport configurations e.g. Kit Mystery Challenge may suffer from scaling issues, or at least that's what happens with Desumume X432R.
DraStic just sets the viewport to full in that case, that's not what a real DS does (there's some weird off by one thing going on there), but what DeSmuME doesn't quite handle that case right either (as you could guess) I was going to do more to try to handle this right, but the change kind of snuck in there. Either way, I don't see why it'd make a different for high-res, but I can check it.
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Re: Higher resolution rendering
Wow that is exciting news! Thanks Exophase and Lordus! I can't wait.Exophase wrote:So, the implementation is more or less done. Although I'm sure there will still be things to fix and add. Lordus is testing it in Android now. Hope to have videos and some performance comparisons up soon.