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#1 |
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Refrigerate after opening
![]() ![]() ![]() ![]() ![]() Join Date: Aug 2002
Location: Newfoundland, Canada.
Posts: 1,369
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Well. . . These aren't really problems. . .
Just a couple of questions I've been wondering about. Since I'm not allowed to post on the main ePSXe board, I'll put them here. . . 1: Why does enabling full bilinear filtering in a hardware GPU make 2D objects look tiled and have lines running through them, and enabling it in a software GPU make things look so nice and smooth? 2: Is there any way to emulate the pocket station? I would really like to get my FF8 Chocobo stronger. I was just curious, that's all. . . |
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#2 |
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Resident Movie Critic
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Belfast, Northern Ireland
Posts: 9,506
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2: Not at present.
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Superior marketing of an inferior product will always win over inferior marketing of a superior product. |
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#3 |
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邪魔ゎ指せない
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2002
Location: Gosport, England
Posts: 26,303
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> 1: Why does enabling full bilinear filtering in a hardware GPU make 2D objects look tiled and have lines running through them, and enabling it in a software GPU make things look so nice and smooth? Soft GPUs can't bilinear filter textures. They filter full screen. H/W GPUs are very slow at doing that kind of thing, but they make up for if with texture filtering and generaly faster speed and better image quality. The reason for the glitches is simple: PSX games aren't designed with filtering in mind.
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![]() >Site Live< Pop over to my site for help with setting up PSX emulators. Help for the Final Fantasies and other RPGs avalaible Celes: (Desktop) Phenom II X4, 4Gb DDR2, GeForce 8800 GTS 320Mb, 32Gb OCZ Vertex SSD, 500Gb RAID HDD, Windows 7 Home Premium Erika: (MCPC) Revo3610, Windows 7 Home Premium Kimiko: (Craptop) HP Mini 210 |
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#4 |
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Advanced Newbie
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Location: Bogotá... not that it matters...
Posts: 5,797
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1. Since when can u use bilinear filtering on a SoftGPU? 2. there was an emu but was not exactly compatible whit the current emus :]
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#5 |
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Ebichu!
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Tampa Bay, Florida
Posts: 2,091
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To answer you question SL, some cards *cough* Nvidia *cough* applies an automatic screen filter when the screen is stretched in software. You can use the "use system memory" option or disable direct draw to get rid of the automatic screen filtering. Note: It will be pretty slow if you do this (you'll get around GDI speeds). It's better to use the Super 2xSal option instead for improving crispness ![]() as for the original question, bilinear filtering has problems with the way how the PSX treats textures, where the texture sometimes falls outside of the polygon. So when it goes to filter the texture it sometimes ends up filtering other areas not intended to be filtered.
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Last edited by liquid; January 2nd, 2003 at 09:34.. |
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#6 | |
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Advanced Newbie
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Location: Bogotá... not that it matters...
Posts: 5,797
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Quote:
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Collecting dust: AMD Athlon XP 2600+ -- ATI Radeon 9500 Pro -- SB Live 5.1 Digital -- 2.5GB DDR 2-2-2-5 Ram -- Windows 2003 server r2 SP1 |
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