Anti-aliasing for 3ds

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V22

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The bottom line is to create a program that will add Anti-aliasing(AA, SSAA, FXAA) to games with open gl. How reshade for windows does it. I can't do it because I don't have enough knowledge. But there are a lot of smart people here who can do it.
 
The bottom line is to create a program that will add Anti-aliasing(AA, SSAA, FXAA) to games with open gl. How reshade for windows does it. I can't do it because I don't have enough knowledge. But there are a lot of smart people here who can do it.
Its more a thing of getting their attention of someone simply asking of them to do so. Meaning you better have money read if you plan on getting anywhere with these ideas.
 
I know nothing about the specifics of how this might be achieved, but I do know enough about computers to say that anti-aliasing would add processing overhead, and it's not like the 3DS has an abundance of power in the first place.
 
I know nothing about the specifics of how this might be achieved, but I do know enough about computers to say that anti-aliasing would add processing overhead, and it's not like the 3DS has an abundance of power in the first place.
Not all games load 3ds at 100%, and there are new 3ds that are 2 times more powerful.
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Its more a thing of getting their attention of someone simply asking of them to do so. Meaning you better have money read if you plan on getting anywhere with these ideas.
Oh, well, I live in Russia, so even if I had the money, I wouldn't be able to transfer it. So I'm just hoping that someone will make this program.
 
Last edited by V22,
The only option supported by hardware is standard anti aliasing and for it to work you need to render at twice the resolution for anti aliased down scaling. Many games don't do it because it's way too expensive and they hardcode rendering in 240x400 resolution. You can't override this behavior on system level. Games are in full control of what the GPU does meaning this needs per game patches.
 
The only option supported by hardware is standard anti aliasing and for it to work you need to render at twice the resolution for anti aliased down scaling. Many games don't do it because it's way too expensive and they hardcode rendering in 240x400 resolution. You can't override this behavior on system level. Games are in full control of what the GPU does meaning this needs per game patches.
Why 3ds not supporting other Anti-aliasing?
 
Because the GPU is from around 2006/2007 and aimed at mobile devices. It's as basic as it can get and doesn't even meet the OpenGL ES 2.0 spec fully.
 
Because the GPU is from around 2006/2007 and aimed at mobile devices. It's as basic as it can get and doesn't even meet the OpenGL ES 2.0 spec fully.
Wait a second. So the essence of my idea is that this program will automatically patch games with open gl as reshade does.
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Or we can make a program that will analyze the code in the background and then record it somewhere. And then we can edit this code. And the same program will make a patch for this game with the code that we edited.
 
Last edited by V22,
Wait a second. So the essence of my idea is that this program will automatically patch games with open gl as reshade does.
Post automatically merged:

Or we can make a program that will analyze the code in the background and then record it somewhere. And then we can edit this code. And the same program will make a patch for this game with the code that we edited.
That's not how this works
 

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