Yes, you can use the gpu to downscale the image and compress it, there is still memory io and sdiowould it be possible to get the GPU to do image compression?
Yes, you can use the gpu to downscale the image and compress it, there is still memory io and sdiowould it be possible to get the GPU to do image compression?
Yes, you can use the gpu to downscale the image and compress it, there is still memory io and sdio
No, alternating between wifi and sd would not really help. Lots of games have problem mantaining a steady fps as is, recording at every other frame would probably result at less than 10 fps. Again recording at low fps on a n3ds would be the best bet.So here's an idea let me know if it sounds like it's possible, correct or just no:
you can get the GPU to generate the image to be displayed for the game then every 2nd or 3rd frame it also compresses the image by making it interlaced and compressing it into some smaller format then sending it to some place in memory. The the CPU will take over and send the images to the SD card and over wifi alternating. The images are also compressed by the GPU. Then at the end you are recording to the SD card anywhere from 5-15 frame per second and recording via wifi about the same (if possible) as I would assume that the CPU just dumps the data onto the IO module for both wifi and SD IO and the modules then figure out how to send the data where it needs to be and acts somewhat independently from the CPU. After when you piece the data together you have anywhere from 10-30 fps worth of interlaced footage?
No, alternating between wifi and sd would not really help. Lots of games have problem mantaining a steady fps as is, recording at every other frame would probably result at less than 10 fps. Again recording at low fps on a n3ds would be the best bet.
Probable somewhere around 10fps. Even using the gpu to interlace the frames would mean we need to change the state of the gpu, draw, wait for it to finish and then restore it back to the previous state. And after we are done with gpu we also need to save the output.how low is low fps? 12? 10? if it's something like 15 then cant you just interlace the image and you'd get an acceptable 30 fps interlaced? or if we account for compression time 24 fps interlaced?
Probable somewhere around 10fps. Even using the gpu to interlace the frames would mean we need to change the state of the gpu, draw, wait for it to finish and then restore it back to the previous state. And after we are done with gpu we also need to save the output.
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Even 10 might be a stretch
The gpu needs instructions from the cpu to run, its not like its doing its own thing. The 3d is done by changing the the position of the camera and redrawing, if we turn off the 3d slider then it doesn't draw the second time. And the games are usually programmed to use time based logic, we could take our time to do our things and the game shouldn't care.hmm.. Doesn't the GPU do like 30-60 fps with 3D enabled for most games? if we are rendering without enabling the 3D, wouldn't we be able to free up half the GPU? for example we can ask it to render the image that would be displayed say the right eye image and whatever resources it would be normally using to render the left eye image can be used to interlace and compress the image or even just rerender the right eye image as interlaced and compressed or whatever. and in the case of Pokemon for example, the game runs at 60 FPS with 3D disabled mostly, cant you just tell the GPU to render at 30 fps and allocate half the resources to compression and interlacing? Of course this is all assuming that the resulting interlaced image can be small enough that the SDIO can handle writing it to the disk without much complaint even at say 20 fps interlaced
The gpu needs instructions from the cpu to run, its not like its doing its own thing. The 3d is done by changing the the position of the camera and redrawing, if we turn off the 3d slider then it doesn't draw the second time. And the games are usually programmed to use time based logic, we could take our time to do our things and the game shouldn't care.
The best thing to do is get an open source homebrew that uses the gpu and add a capture routine to it and see the outcome of that, we might get good results. From there we can optimize and then try injecting that routine into games.
The simple method, use the transfer engine (GX_DisplayTransfer in ctrulib) to copy and scale down the framebuffer and then save it to a file. The resulting textures will be tiled, but that shouldn't really be a problem, it actually makes it easier to be played back on the 3ds.oh snap. That's an absolutely brilliant plan. Now i'll need to find someone to work with to help me on this. Unfortunately i only have a o3DS but maybe i can get it to do something nice. Do you know of any good resources that I can use to learn the ropes of this? Thanks!
The simple method, use the transfer engine (GX_DisplayTransfer in ctrulib) to copy and scale down the framebuffer and then save it to a file. The resulting textures will be tiled, but that shouldn't really be a problem, it actually makes it easier to be played back on the 3ds.
All info you need can be found on www.3dbrew.org, if you can't find something there shoot me a question. You can contact me here, but I also have contact info on my signature.
Possible yes. Worth it? No, it would require a lot of work and flash is becoming obsolete.Would it be possible for an Adobe Flash Emulator to made at all?
Download AndFTP for Android and use one of the many FTP clients for 3DS. Works for me.Would it be possible to make an Android application to transfer files from the n3DS microSD card wirelessly?