Option for Nearest Neighbor scaling when changing window/output size?
#1
Hi! I was wondering if there's an option to maintain nearest neighbor scaling when changing the window/output size?

Here's some examples (you'll probably need to look at them full-sized).

If I set my window size to 1280x960, I get an output like this:
[Image: Bn4zzi5.jpg]

But, I want my output to look like this (made by capturing the 640x480 output and doubling it with nearest neighbor in an image editing program):
[Image: YZ0nygK.png]

Basically, PCSX2 seems to apply some bilinear filtering or something just for resizing the image, and I can't find any option to turn it off. Since I'm doubling the window exactly, I ought to be able to end up with identical clean pixels, but it doesn't pan out.

Here's a comparison via a zoom-in on the car, PCSX2:
[Image: ebOXNYe.png]

My preference:
[Image: dbPEvJL.png]

Thanks if anyone has any answers!

EDIT: In doing some more research I found that (back in April, at least) there was a "Texture Filtering of Display" option under Shader Configuration which may have allowed what I'm looking for, but I don't seem to see it right now. Also found that back in February there was discussion of a linear_present GSdx.ini setting which might allow for it if set to 0, so I tried adding the line to my ini, but it didn't seem to make a difference. Still hoping for any information anyone might have!
Reply

Sponsored links

#2
If you update to the latest development version from here, the "Texture Filtering of Display" option should be available under Shader Configuration.
Windows 10 Home 64-bit | Intel Core i7 4770 @ 3.4GHz | MSI GeForce GTX 1070 Ti Titanium 8GB
Corsair Vengeance 16GB DDR3, 1866MHz @ 9-10-9-27 | 2TB Samsung 860 Evo | Samsung S23A700D
Reply
#3
(10-18-2017, 12:55 PM)Dreadmoth Wrote: If you update to the latest development version from here, the "Texture Filtering of Display" option should be available under Shader Configuration.

Thanks! That seems to have worked. I was just on the stable release the whole time, haha. Probably should've thought to check out the dev builds, oh well. I appreciate it.
Reply




Users browsing this thread: 1 Guest(s)