


Desmume speed up but cant slow down full#
60 FPS is full speed in this chart despite the games outputting 30 FPS. A third party modification to DeSmuME was used to test high resolution perf. In fact, melonDS runs at the same speed on my computer regardless of whether it's at native resolution or at 8x internal resolution! High resolution mode is a bit weird in melonDS in dual screen 3D games. This time around, the gap in performance between DeSmuME and melonDS has closed. melonDS has always been a high accuracy emulator, but before there was a huge sacrifice to performance. The real meat of melonDS starts once you boot up a game. Simple, Barebones, but refreshingly easy to use. You aren't going to be able to modify every aspect of emulation as you would in DeSmuME, but you can still do things like change the screen layouts and customize the gap for games that have gameplay go between screens. There aren't many options, but most of the important ones you'd expect are available. MelonDS on the other hand feels empty in some ways.

Featuring high compatibility, performance, tons of customization options, filters, enhancements, and more, this is a fully featured flagship emulator. While there are specialty emulators and a graveyard of projects that have since been abandoned, DeSmuME has thrived as the dominant emulator. When it comes to desktop DS emulation, DesMuME has been the king for many years. Featuring a brand new OpenGL renderer that maintains high performance even at increased internal resolutions while maintaining superb accuracy, melonDS has a compelling case to be your main Nintendo DS emulator. On May 31st, melonDS 0.8 released and put the rest of the scene on notice: this emulator means business. While I'm by no means declaring the other emulators I mentioned in the article as losers, one of them in particular has truly become a force within the Nintendo DS emulation scene: melonDS melonDS 0.8 brings a high performance hardware renderer that can breathe new life into DS titles. I've had no end of trouble with games that used to work fine with my xbox gamepad since they changed to this new controller api.Įdit: Also, the advantage of doing it this way is it doesn't affect the mouse sensitivity in the game when you do it this way, so you can have a proper controller sensitivity without a super sluggish mouse at the same time.Two years ago, I declared that Nintendo DS was entering a golden age with several new emulators ready to challenge the established normal. Not sure why Steam has to keep taking over things that really shouldn't be its responsibility. But in this case, it seems to work, albeit in a rather unintuitive way. However I have to say, I really dislike the Steam controller settings thing overall, it is just way too confusing, especially when you have to do all sorts of rejiggering to get it to work on games that have native xinput support which shouldn't need any settings at all. When I set it there, it feels just like it used to for me. When I first went in to the setting, the sensitivity slider was nearly half-way up, but there is a little divider line near the lowest position that seems to be much closer to what it should be set it. Anyway, this seemed to work the best for me.

I think it is in the Advanced settings for the right stick, but I can't remember exactly. You can also turn it down through the steam controller settings, which you can open from within the Prey controller menu as well.
