what resolution did you set as native
The same it rendered in *being 512x512 for GoW and 640x511 for GTA SA
GOW should be 512x448
GTASA is capable of both 16:9 and 4:3 output so the resolution changes accordingly
07-11-2012, 06:44 AM
(This post was last modified: 07-11-2012, 06:45 AM by Livy.)
PAL versions of both GoW are GoW2 are 512x512. NTSCs are 512x448. When using progressive scan mode, they are 640x5... I don't remember.
/to SquirlKiller Use scaling instead. 3x for example. Or just multiple the game original resolution. For example 1024x1024 for GoW. Setting it to 1280x1024 surely makes it be horizontal stretched.
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I know but why. Why does it get blurry is what im asking. Why is it blurry/less detailed if i set the native resolution in the custom resolution box? i know i could set 2x or 3x sccaling to get better image, but i want to know why custom resolutions (even low res ones) makes it have a sorta "filtered" look? I had to set GTA LCS to 5x scaling to get a decent picture at 1920x1080. Will anyone explain the technical (not too much tho) reason why it happens?
Native = Original PS2 resolution
Keep in mind that what you're trying to play are PS2 games, not a native PC games...
For example, if the game native @ 512x512, then you selected 2x Native setting...
So, the output would be 1024x1024...
I get what you are saying but apparently the rest of these people do not. I will try to explain what the op is asking. When he checks native the games look like the firs 2 pics but if he sets the custom res to what the native res is then they get blurry. The op was wondering why that happens.
Internal resolution refers to Texture res iirc, the D3D method for resampling applies to textures themselves and not the full scene output.
With this, setting the res to a custom of 512x512 would actually force textures larger than this to be scaled down, where as with native they are output at their specified resolution.
Setting custom resolutions higher than the originals generally works, though problems may manifest in games that use textures with a non standard alpha format, and happen to be squared. You can usually tell this in games where gaps appear between sprites. since the actual image in the sprite doesn't go all the way to the edge of the canvas, so gaps appear