2017-02-26 21:24:53 +00:00
|
|
|
+++
|
|
|
|
date = "2016-05-01T21:56:00-05:00"
|
|
|
|
title = "Texture Forwarding brings HD output to Citra"
|
|
|
|
tags = ["feature-update"]
|
|
|
|
author = "jmc47"
|
|
|
|
coauthor = "tfarley"
|
2017-04-11 21:58:33 +00:00
|
|
|
forum = 35
|
2017-02-26 21:24:53 +00:00
|
|
|
+++
|
|
|
|
|
2017-09-08 12:01:11 +00:00
|
|
|
One of the big things everyone has been wondering about Citra is when it will be able to render games at HD resolutions.
|
|
|
|
One of the great things about emulators is that they can surpass the limitations of the original console, especially
|
|
|
|
when it comes to graphical fidelity. With the 3DS specifically, many beautifully detailed games are hidden behind
|
|
|
|
staggeringly low resolution screens topping out at 400x240. With **Texture Forwarding** (from tfarley, based on
|
|
|
|
yuriks early implementation), Citra can now output games at any resolution, and runs faster as well!
|
2017-02-26 21:24:53 +00:00
|
|
|
|
|
|
|
{{< youtube 7XFcTqoZ3nk >}}
|
|
|
|
|
|
|
|
## What is Texture Forwarding?
|
|
|
|
|
|
|
|
To understand Texture Forwarding, we've created a diagram to show what's actually going on.
|
|
|
|
|
2023-02-03 07:13:01 +00:00
|
|
|
{{< figure src="citra-texture-forwarding.png" >}}
|
2017-02-26 21:24:53 +00:00
|
|
|
|
2017-09-08 12:01:11 +00:00
|
|
|
The diagram is a simplified representation of the actual pipeline, as 3DS games perform multiple additional steps such
|
|
|
|
as framebuffer copies between rendering and display - but the concept remains the same. The main idea is to keep
|
|
|
|
framebuffers rendered by the HW Renderer as textures on the GPU as much as possible, to avoid the performance overhead
|
|
|
|
of transferring them between the CPU and GPU as in the Slow Path. In most instances, the CPU never accesses
|
|
|
|
(reads from/writes to) a rendered frame so it can safely stay on the GPU from rendering all the way through to
|
|
|
|
ultimate display in Citra. This eliminates CPU/GPU sync points and makes the emulator faster overall.
|
|
|
|
|
|
|
|
In addition to a performance boost, Texture Forwarding also allows the HW Renderer to render and display at higher
|
|
|
|
resolutions than the native 3DS when the pixel data is not accessed from anywhere else. But in the event that the
|
|
|
|
memory region of some texture is read or written by the CPU, the renderer will fall back to the slow path and
|
|
|
|
downsample the texture back to native resolution to ensure that the accesses are reflected accurately.
|
2017-02-26 21:24:53 +00:00
|
|
|
|
2017-09-08 12:01:11 +00:00
|
|
|
If you're interested in seeing just how nice some 3DS games look,
|
|
|
|
[HD screenshots have been added to Citra's screenshots page!](https://citra-emu.org/screenshots) Or you can try it
|
|
|
|
yourself on your 3DS games by downloading the latest build of Citra from the
|
|
|
|
[download's page](https://citra-emu.org/page/download).
|