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#1 (permalink) |
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Registered User
![]() ![]() ![]() Join Date: Jun 2008
Location: New York
Posts: 377
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[Great Idea] Make a 2x Graphics Mode
I was trying the different Texture Filters in Pete's D3D and OpenGL plugin and realized that the information that "Filtering will cause glitches" was correct for all different settings. The 5 and 6 settings worked okay but they still caused glitches, so I ended up using no Texture Filter and instead playing the game in at least 1024 x 768 so that the texture scaling doesn't look so strange because of the limitations in the 'nearest neighbor' type upscaling it does then. But the problem is that in 1024 x 768 I get slowdowns when playing it on my Laptop, and even on the Desktop sometimes, more so than when I use a lower resolution like 640 x 480. So my idea is to have a 2x option for the graphics that works like this: Check the exact native resolution, be it 320 x 240 or 320 x 256 or something else, and then double it exactly, so that all the sprites and 2D graphics (mainly dialog windows, HUD and menus) can be upscaled by making each pixel exactly four pixels in the 2x resolution. Then upscale the picture from that in the usual way with glViewPort() or the D3D equivalent. That way I can play the games on a slow computer like my Laptop in approximately 640 x 480 and get a much better picture than 320 x 240, but still don't have the annoying pixel dislocations in the 2D upscaling. So basically my idea is:
I've illustrated the pixel scaling problem below: The Pause Screen picture
The Battle Screen picture
Last edited by John Peterson; May 16th, 2009 at 23:35.. |
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#2 (permalink) |
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Bannҽd
![]() ![]() ![]() ![]() ![]() Join Date: May 2004
Location: Where banned people go
Posts: 1,052
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As far as I recall pete's OGL2 plugin lets you change the internal resolution. It also lets you keep the original aspect ratio.
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#3 (permalink) |
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Registered User
![]() ![]() ![]() Join Date: Jun 2008
Location: New York
Posts: 377
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Yes, you're right the "Keep psx aspect ratio" or "Try to keep pixel ratio" options cured that. It's only when I want to stretch the picture to fullscreen on my non 4:3 screens (5:4 and 16:10) that the pixel scaling problem occurs. But it's no big deal I guess, since I mostly keep the original 4:3 mode. But if someone wanted to stretch the picture to fullscreen even on a non-4:3 monitor it could be a useful option.
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#4 (permalink) |
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Bannҽd
![]() ![]() ![]() ![]() ![]() Join Date: May 2004
Location: Where banned people go
Posts: 1,052
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Stretching is supposed to break the aspect ratio you know. If you try to maintain the aspect ratio at all costs while using all of the x or all of the y axis you'll eventually be forced to add some "dummy" pixels and that will look... ehh... ugly and wrong.
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#5 (permalink) | |
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Registered User
![]() ![]() ![]() Join Date: Jun 2008
Location: New York
Posts: 377
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Quote:
(Notice that you may have to view the battle screen pictures in its original size, otherwise IE will shrink it and add dummy pixels, you can use this direct link for an exact 4x copy of the original picture that has no dummy pixels at all.) Last edited by John Peterson; May 16th, 2009 at 22:54.. |
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#6 (permalink) |
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Bannҽd
![]() ![]() ![]() ![]() ![]() Join Date: May 2004
Location: Where banned people go
Posts: 1,052
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Yeah, that's a hardware limitation. The problem is that not all stuff are running at 320x240. Unless you run the game on its original resolution (or 2x, 3x, 4x, etc) you either get garbage pixels (black lines or blocks) or if you handle such a situation you do... well, you do what pete does on his plugins.
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#7 (permalink) | |
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Registered User
![]() ![]() ![]() Join Date: Jun 2008
Location: New York
Posts: 377
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Quote:
That sounds kind of like what Pete's OpenGL2 plugin does with its "High" Internal X and Y reoslution option. I'm guessing it doubles up the original resolution or something like that. But from what I've seen it does add some dummy pixels here and there for the 2D graphics, especially for lower fullscreen resolution options, which I don't understand why it does. There are some 2D glitches in other games too, for example in Vagrant Story like these pictures show where part of the 2D is missing with Pete's OpenGL2 2.9 plugin:
Last edited by John Peterson; May 16th, 2009 at 22:55.. |
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#8 (permalink) |
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Behind ur girlfriend :D
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2006
Location: Sydney, Australia
Posts: 19,371
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never had any alpha corruption using filter : 4 ....you could try gsdx if you like :\
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#9 (permalink) | |
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Moderator
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Quote:
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#10 (permalink) |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 112
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ShadX and I are working on a new 2x filter for OGL1 plugin (yes, OGL1, not OGL2 shader) that looks better than 2xSai with alpha masked texture. Here some preliminary results (FFVII). As you can see, there are no more strange colored borders. But, probably, other few glitches...
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De gustibus et coloribus non disputandum! Last edited by SimoneT; May 19th, 2009 at 11:37.. |
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