Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Feature Request] Add 800x240 output resolution support (as introduced in Luma3DS 10.2) #113

Open
Rust-and-Sunset opened this issue Jul 23, 2020 · 2 comments

Comments

@Rust-and-Sunset
Copy link

Given that the latest Luma3DS release adds support for 800px-wide output resolutions, this might potentially provide the opportunity for significantly sharper image output when scaling the image to 4:3/etc modes, given how little headroom the 400x240 native horizontal resolution gives the scaling filter to work with at present.

Is this something that might actually be worth exploring? Seems like it'd probably make a noticeable difference to how good things look/generally be a pretty cool feature to roll out, given that no other prominent homebrew software's made significant use of this feature yet.

The feature works on 3DS, New 3DS and New 2DS XL systems- you can test it out by using this image gallery showcase program. The results are really impressive.

@FateForWindows
Copy link
Collaborator

Luma3DS itself isn't the thing that allows 800px-wide resolutions iirc, it's Horizon itself (the 3DS's OS), however, it was just recently when homebrew apps became able to support this mode thanks to recent updates to libctru and citro2d. Currently, this port of SNES9X uses citro3d for the graphical elements, so there'd need to be some rewriting done to support it properly. I'm not too familiar with how to do that as my programming skills aren't up to par with bubble's, but I'd be open to pull requests.

Hopefully someday I or someone else will have the time and skills to be able to continue this project.

@oreo639
Copy link

oreo639 commented Feb 19, 2021

Just to clarify:

800px wide mode is 100% supported by citro3d. (The widemode example in 3ds-examples is citro3d only btw, although obviously it can be used with citro2d as citro2d uses citro3d)

Second of all. This application uses the ancient ctru GPU api and not citro3d.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants