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but even integer-scaling is kind of "fake" cause we're using hard coded values (640x512, 1280x720, whatever) and not actually pulling the resolution for the actual game
My usual approach to scaling is to just get the game's base resolution from the top of the game window when I'm playing and then multiply those values by 2.5 and set that as the custom resolution - this gives me the best balance between performance and graphics. You can't trust the normal 2x 3x 4x etc upscaling because it makes an assumption about the games resolution
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01-21-2014, 02:29 AM
(This post was last modified: 01-21-2014, 02:33 AM by Asmodean.)
Well, the 'fake' int-based scaling, is that I'm ultimately trying to remedy. Ideally on a per-game basis. But I've only started looking into the scaling since last night, and it'll take a bit longer than that, to see if I can get anything decent regarding that done.
One more direct way of possibly doing it could be, by having an array setup of a list common native resolutions used, and using those base values for each game based on their CRC. This idea is obviously a very rough thought of some better alternative that could be used. I'll think about it, I suppose.
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01-21-2014, 02:30 AM
(This post was last modified: 01-21-2014, 02:35 AM by HTB123.)
well, the gsdx displays those values on the title bar of the game window so there must be some way to get the base values without having to store resolutions for a whole tonne of CRCs
I'll look into it
the problem is, the Renderer is initialized before the game is loaded...
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01-21-2014, 03:06 AM
(This post was last modified: 01-21-2014, 03:10 AM by dabore.)
(01-21-2014, 02:30 AM)HTB123 Wrote: the problem is, the Renderer is initialized before the game is loaded...
i was right there right now too. the technique is not gs mode switch safe. i haven't seen a game that uses it tho. but that way doesn't it always initialize with the first output? is that the bios?
and generally it always renders into that (was 640x512 * upscale) render target with that fixed aspect ratio. messing up alot of games whose framebuffer effects could probably work if the internal ratio would be correct.
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01-21-2014, 03:14 AM
(This post was last modified: 01-21-2014, 03:32 AM by Asmodean.)
Does anyone know if there happens to be a list of games here somewhere, that have problems scaling? I'll need to see if I can get a few of them for testing.
#Edit: It would seem - for the base scaling values, that aspect ratio is more important than the increase in base size. I tried using the regular 640, 512 values, then tried 1280, 1024 - and they both resulted in the exact same output. Then I tried using 896, 504, and it resulted in the cleaner look that the 1280,720(width/height values) were giving. So, maybe it wouldn't be a half bad idea to look into having those separate scaling bases for 4:3, and 16:9. This is ofc, assuming we've to stick with hardcoded for now, until something is though of regarding that.
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01-21-2014, 03:42 AM
(This post was last modified: 01-21-2014, 03:51 AM by dabore.)
did you try with fxaa or af or clean? is it aliasing? but i'd guess the aspect got a bit of influence. stretching different. texel sample locations moving from between two interpolated pixels to exactly a center. making it sharper. especially considering that half texel sh*t. but the output gets filtered anyway. the best sharpness you get with a perfect integral pixel/texel location match. but that's pretty hard. one gotta render everything reverse based on the monitors resolution downscaled.
will see what i can do with the mode switch and the render aspect ratio. i think some bugs could have been avoided.
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The crisp sharp looking-ness of the new method is because of how it works. In my Kinetica shots, I don't use FXAA or anything, besides the texture sharpening in the shader.fx, even then, the new method was significantly clearer. So this should have the same crispness as well.