

One of the big reasons why performance is a big issue is because all texture processing is performed on the CPU. Our texture upscaling code is still in its infancy. The Bicubic and Hybrid filters are too demanding on the CPU to work for us at this time. Therefore, we can't benefit from any texture preloading, which means that any texture processing has to be done as fast as possible in order to avoid random stuttering in-game. DeSmuME has to load all textures on an as-needed basis due to the way we emulate the 3D rendering system. With regards to the PPSSPP filters: There was much experimentation that was done with the Hybrid and Bicubic filters for texture upscaling, but these were rejected due to performance reasons. Papermanzero, thanks for providing screenshots of the latest DeSmuME build! Glad that you're enjoying testing the new graphics features that are currently in development. Applying filters to the individual 2D layers would change how we emulate the GPU, which may open up a whole new can of worms. I did not change any of the existing emulation methodology whatsoever. Keep in mind that what I did to get resolution-independent rendering is essentially extend the existing code. What about applying filters to the individual 2D layers, like what Zeromus was talking about, so that both high-res 3D and upscaled 2D can exist in the same frame? That would require serious reworking of the GPU code. All the other filters are the pixel scalers listed in the Magnification Filter menu.īut everything I've just talked about are full-screen post-processing filters.

In the Windows version, the only resolution-independent filter available is Bilinear.

All filters listed under Pixel Scaler are resolution-fixed, such as EPX, 2xSaI, HQnx, xBRZ, and others. In the Mac version, every filter listed under Source Filter or Output Filter are resolution-independent, which are: Deposterize, Bilinear, Bicubic (B-Spline), Bicubic (Michell-Netravali), Lanczos2, and Lanczos3. "Pixel scaler" type filters only work at fixed resolutions, so applying them on high-resolution resolutions, although possible, makes little sense. Some filters are resolution-independent, so they can be applied regardless of what the rendering resolution is.

Nintendo Maniac 64, it depends on which filter you're talking about.
