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#81 |
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339.9
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2007
Location: USA
Posts: 14,777
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It looks way better to me. Switched my monitor from Multimedia to "Natural" while running the shader and it looks awesome.
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Vision is the art of seeing what is invisible to others
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#82 | |
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Registered User
Join Date: Jun 2012
Location: Sweden
Posts: 17
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Quote:
Thank you for the tip. Last edited by Speder; June 14th, 2012 at 13:26.. |
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#83 | |
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From Love and Limerence
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2004
Location: Ohio
Posts: 6,555
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That was odd, but I'm glad it worked for you. Quote:
As an aside though, why were you running multimedia mode to begin with? Don't they (and game modes) usually have that horrid variable contrast?
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"The heart has it's reasons that reason knows nothing of." |
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#84 |
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339.9
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2007
Location: USA
Posts: 14,777
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I guess so. Sorry. It makes web pages more readable, as browsing is what I use my Ultrasharp primarily for.
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Vision is the art of seeing what is invisible to others
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#85 | |
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Registered User
Join Date: Jul 2012
Posts: 2
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Quote:
The kind of anti-aliasing used in most 3D cards (MSAA) scans the screen for jaggies, and renders those parts of the image at a higher resolution in order to more accurately approximate the scene. An older version, SSAA, simply renders the entire scene at a higher resolution, but that's so intensive that it can really only be used on old games (however, it does produce better results in some cases - it's just not worth cutting your framerate in half). I suppose you could say this is the blurring of sub-pixels inside of a pixel together. It would, of course, be more accurate to simply display at a higher resolution, but that's usually not possible. It doesn't ever blur together a whole pixel with a neighboring whole pixel, so I don't think it could be called "blur" in a traditional sense. Where the image you intend to represent is already at it's highest possible quality, this obviously would have no effect. This is the case in, for instance, 2D games, or 3D textures, since the quality of those is limited by the source file. However, when rendering 3D polygons and such, you can obtain a more accurate representation by rendering at a higher resolution and shrinking. Those jaggies are not additional information, they're an artifact of the fact that the renderer can't have infinite resolution, and so had to stop somewhere - when two objects could be said to occupy the same pixel, it has to pick one of the two and have that one fill the whole pixel. This is not, in any sense, a more accurate way of rendering the scene than picking an intermediate color. There is less information present in a picture with jaggies than one antialiased using these methods. If you'll notice, you never see jaggies in pictures of real life, because real-life is at an effectively ridiculous resolution already, and the antialiasing is effectively done for the camera already. Now, there are some new-fangled filters (FXAA) which, I suppose, you could still call "anti-aliasing" because, after all, they do reduce aliasing. Their approach is to look at the final image, find jaggies, and blur together the neighboring pixels that make up the jaggies in an attempt to reduce them. This is much faster. But, at best, it's an attempt to recreate information, and will therefore never be as accurate as the aforementioned methods which actually have that information. And, often, it does make mistakes and destroy information. You will get some people saying that such filters are the second coming of Jesus, and other saying it looks like running your monitor at a non-native resolution. However, now that I think about it, you could maybe use FXAA to help somewhat with the pixellation in even 2D images, since it simply identifies pixellation and blurs it, whereas traditional AA doesn't do anything if there's not a more accurate real representation available (it never attempts to recreate). If you have an Nvidia card, you can force FXAA on any 3D program in the drivers. You could also use the FXAA injector if you wanted to (this would work even on ATI cards). I haven't tried it myself, so I don't know how much good it would do. I think your confusion about AA and lowering the resolution might be due to hearing about people lowering their resolution on LCD's in order to obtain a blurrier, "antialiased" image. However, this is not specifically due to lowering the resolution, it's merely a result of the interpolation the monitor does to approximate a non-native resolution, which could, I guess, function as a crappy FXAA. As for your comments about 2xSAI, it's a resizing, not an antialiasing method. Whereas traditional AA only operates on polygons, 2xSAI operates only on textures. Its purpose is to increase texture size, not decrease it (which would be fairly pointless). It is attempting to recreate a higher information version of an image from a lower information version, and accomplishes this with varying degrees of success (it is at least usually better looking than nearest neighbor, which just blows the low-information image up). However, it's specifically designed with 2D line art, not 3D textures, in mind. In the emulators I've seen that tried to use it with 3D textures, the results did not seem very impressive to me. I think a general purpose image resizing algorithm, such as bicubic or lancroz, might do a better job, but I am not an emulator writer and am merely making a conjecture. As for the lines, I think that's probably just some sort of bug on the part of the emulator or plugin, not a result of 2xSAI itself. Last edited by watermark0n; July 8th, 2012 at 22:47.. |
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Join Date: Jul 2012
Posts: 2
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#87 |
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Registered User
Join Date: Dec 2006
Location: Poland
Posts: 35
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Im not sure about 4:3 but always if something is widescreen on PS1 or PS2 its 1.6 (16:10). Like FMV, letterboxed cutscene or anamorphic widescreen (the rest of the signal is black boarders).
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#88 |
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Registered User
Join Date: Jul 2012
Location: Florida
Posts: 1
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#89 | |
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From Love and Limerence
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2004
Location: Ohio
Posts: 6,555
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Quote:
Indeed, which is why LCDs just don't work as well for this. Ever since I was forced to give up my CRT, I've done next to no emulation partly for that reason. I'll probably still fire up Final Fantasy IX (or whatever) every here and there when I really want to play them, but... it won't be the same to me. Either way, I'm glad you found something that works and that you're enjoying this wonderful game, no matter how.
__________________
"The heart has it's reasons that reason knows nothing of." |
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#90 |
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Registered User
Join Date: Jul 2012
Posts: 1
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I'm just really bummed that square never released a pc port like they did with 7 and 8. Sure they had issues, but it seems like the community has fixed a lot of them.
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#91 |
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Registered User
Join Date: Dec 2006
Location: Poland
Posts: 35
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#92 |
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Registered User
Join Date: Dec 2012
Posts: 1
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Really thanks, works really well and the graphics looks awesome!!!! You rocks! 5 stars ^^ |
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