Post #3434602
2026-02-01 01:50 UTC
Meanwhile, melonDS landed the new OpenGL 2D renderer, and I already updated the core.
For the most part it should look the same, we still default to software rendering since GL 3D rendering still has the same Z-fighting bugs, but 2D screens can be upscaled too now - so e.g. when both screens are 3D at once (like in Phantom Hourglass/Spirit Track intro) they are both upscaled instead of one upscaled, one 1x and alternating which one it is*
But... savestate compatibility broke again - welp
* DS can only have 3D rendering on one screen at a time, not both - so when a game wants to have 3D on both screens, it can draw them one at a time and compensate with frame doubling - getting 3D on both screens but with halved framerate
Replies (1)
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@alice@mk.nyaa.place 2026-02-01 02:14
And even more notification work They can now display progress (indeterminate only) - so they have a spinner and don't have a timer. Unrelated to that, clicking can be disabled - and that can be used to have much nicer screenshot feedback - screenshots can take a while to save, so previously there could be a delay while it's happening