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DeSmuME

1,186 bytes added, 17:39, 27 June 2014
Troubleshooting
*'''Synchronous''' mode is far less buggy. '''Method Z''' seems to work the best in most cases.
If the video is hideous.
*In 3D games, you can use '''DeSmuMEX432R's '' as linked below to increase the internal resolution. It can be surprising how detailed DS textures actually are despite the tiny resolution they were made to be played at. This disables the Magnification Filter option, so if you want to use those post-processing effects for 2D games, you have to set it back to native resolution.*The OpenGL 3.2 renderer option in 3D mode actually Settings supports '''Multisampling Anti-Aliasing(MSAA) ''' (and the code is complete and already present), but for some reason, it's not an option in the Windows GUI and is off by default. Turning it on helps the serrated edges of ultra low-res DS polygons and lines smooth out, appear to wobble less during movement, and retain their shape better when viewed from distance. Unlike post-processing effects that modify the still frame after completion and essentially try to guess at the shapes they are smoothing, this effect knows the actual shapes of the polygons themselves.**As of Versions before r5032had this option for a long time, but it was only put in the SVN builds now have GUI at r5032. To turn it on in older versions you needed to change a GUI option for MSAAvalue from false to true in the source code and recompile it.*The only other Another thing you can do is filter it. Make sure '''OpenGL''' and '''Filter''' are checked under '''Display Method'''.*Yes*If you have an Nvidia card and the OpenGL Display Method is stuttering despite reporting good framerate, filter itopen the Nvidia Control Panel and turn off Threaded Optimization for this program. What's happening is sequential OpenGL code is being put on different processors running at different speeds, forcing them to wait for each other repeatedly.*Finally, there are a variety of post-processing shaders that can be selected under Magnification Filter. Whether that is simple Nearest 2x or some pixel art scaling filter like HQx or xBRZ is up to you. No post-processing smoothing is perfect, but if you want to use one the xBRZ options are generally the most high-end among smoothing filters present.
*OSX version of Desmume also has support for multi-pass post-processing shaders and filters which Windows version currently doesn't have.
*Leaving it native and aligning it to a CRT (Set to a 384 high resolution) is also an option, if you feel like going through the effort.
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