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DeSmuME

754 bytes added, 15:44, 18 January 2014
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*'''Synchronous''' mode is far less buggy. '''Method Z''' seems to work the best in most cases.
If the video is hideous.
*DeSmuME's OpenGL 3D mode actually supports '''multisampling''' (and the code is complete and already present), but for some reason, it's not an option in the 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.**All that needs to be done is download the [http://sourceforge.net/p/desmume/code/HEAD/tree/trunk/ latest snapshot], extract it, open desmume\src\windows\DeSmuME_2012.sln in Visual Studio, search NDSSystem.h for the one instance of 'GFX3D_Renderer_Multisample(false)', change false to true, and rebuild for the exe. Make sure to change the target from Debug Win32 to Release x64.*The only real other thing you can do is filter it. Make sure '''OpenGL''' and '''Filter''' are checked under '''Display Method'''.
*Yes, filter it. Whether that is simple Nearest 2x or some smudging filter like HQ4x is up to you.
*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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