Idea for next update

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Fefo
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Re: Idea for next update

Post by Fefo » 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.
BE ATTITUDE FOR ENGRISH

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Kyousuke753
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Re: Idea for next update

Post by Kyousuke753 » Sat Apr 16, 2016 10:08 pm

John GBA Lite - GBA emulator has 3 profiles

Having these options in the Drastic settings when people tap "Change Options" and a separate section for it called "Preset Profiles" is better then tapping the "Add new user" icon at the Drastic Hub UI. But it's up to the developers its an optional thing for people who want to save battery or play with HD graphics...as for the GBA emulator it only has 1 profile (you the user) so it doesn't clash with the save files when you change modes all for simplicity and convenience sake. But it's going to require a lot of testing to get it right plus setting it manually is better. More or less having a power saving option is helpful.

High Quality Mode:
Gives priority to smooth video and controls.

Power Saving Mode:
Gives priority to power saving only a little bit.

Extreme Power Saving Mode:
Gives priority to power saving.
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Showin
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Re: Idea for next update

Post by Showin » Tue Apr 19, 2016 4:47 pm

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

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Kyousuke753
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Re: Idea for next update

Post by Kyousuke753 » Wed Apr 20, 2016 9:01 am

You are correct maybe more texture scaling. Those gfxs look really good even when I turn on High Res 3D rendering plus Multi-Thread 3D rendering and with the FXAA HQ filter applied it's not as sharp as the picture you showed me. But please consider this it will make the game run laggy and people who have quad core phones can handle this easily but dual core phone WOAH no way.
Last edited by Kyousuke753 on Wed May 04, 2016 3:56 am, edited 1 time in total.
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Exophase
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Re: Idea for next update

Post by Exophase » Wed Apr 20, 2016 1:52 pm

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
Is that DeSmuME screenshot using the software renderer or one of the OpenGL ones?

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.

Showin
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Re: Idea for next update

Post by Showin » Wed Apr 20, 2016 3:45 pm

Exophase wrote:
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
Is that DeSmuME screenshot using the software renderer or one of the OpenGL ones?

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.
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
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Re: Idea for next update

Post by Exophase » Wed Apr 20, 2016 3:54 pm

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.
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.

Otherwise, to make that work with a software renderer the textures would have to be sent to the GPU to be processed, then sent back to the CPU for software rendering. This is super expensive (and complex) and would likely cause issues in games that loaded textures frequently.

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