09-10-2015, 05:59 PM
(This post was last modified: 09-10-2015, 06:24 PM by tony971.)
When I hear any sort of antialiasing, I assume that the rendered resolution is the same but the pixelation is blurred. And internal resolution is a fairly known term. Any user that knows it's different than window size can figure out what it means.
Can you guys put the resolution number and a description like "720p" or "1080p" next to various setting like dolphin currently has? I think it would really be useful
09-10-2015, 08:22 PM
(This post was last modified: 09-10-2015, 08:26 PM by willkuer.)
I vote for sampling resolution. I think it is the most correct term that is as well easily understandable.
What we do here is super sampling. We sample more samples than on the ps2 and instead of averaging we just display these samples into "additional" pixels.
That's why I would not call it xxAA.
Aliasing appears due to a low-frequency sampling of high-frequency signal. IMHO, we musn't define effect based on a algo implementation. That being said lots of real rendering part deals with aliasing.
The first and more accurate way to reduce aliasing is to increase the sampling frequency. The second way when you can't increase the frequency (because you're limited to your screen or by the raw power) is to interpolate the data (means pixels which blur the edge).
The vertical lines that appear in some games really exist and are corrects. They're high frequency signal that are hidden by aliasing at native rendering.
By the way if you use 3x or more on an hd screen, you will start to get blurry edge.
I like Rendering Resolution.
Internal Resolution is fine.
I vote Rendering Resolution in internal resolution is fine too, what really need to happen though is GSDX window title bar should show the resolution that is being rendered. not the game internal default resolution.