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Why is PCSX2 Blurrier than any other Emu?
#11
(09-19-2017, 03:57 AM)Nobbs66 Wrote: Resident Evil: Outbreak, Grandia 3, Kingdom Hearts 1, Ratchet and Clank 1-4, Persona 3/4, Burnout 3, MGS2/3, Fatal Frame 3 (with patch), SOCOM 2, ect.

To add on that:

Resident Evil CVX, Tales of the Abyss, Silent Hill 2, 3, and 4. Resident Evil 4

Kingdom Hearts 2, Kingdom Hearts RE: Chain of Memories, Final Fantasy X, XII, Grandia 2, Ys VI: Ark of Napishtim, Star Ocean 3, Phantasy Star Universe (and Ambition of the Illuminus), Dawn of Mana.

DBZ Budokai and Tenkaichi series.

Tomb Raider Legend, etc.


Many many more.


And just to clarify a few of the mentioned games:

[Image: Gameplay-02.jpg]

[Image: RECVX-005.png]

[Image: KH2_-_Gameplay_1.jpg]

[Image: ToA_Gameplay_-_Ghosting_Fixed_001.jpg]

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#12
Note that GS vram is 4MB. So game uses low resolution texture and framebuffer. Multiple games uses extra tricks to blur the rendering on purpose.

Upscaling mosly improve jaggy of triangle edges.
#13
Besides due to the strange vram behavior. It is hard to detect som post-processing effects. So we need sometimes to unscale the frame buffer.
#14
(09-19-2017, 05:02 PM)gregory Wrote: Note that GS vram is 4MB. So game uses low resolution texture and framebuffer. Multiple games uses extra tricks to blur the rendering on purpose.

Upscaling mosly improve jaggy of triangle edges.

Are you saying this is a limit of how the games assets were made? Or could we expand the ram to prevent the lower res/increase performance?

Forgive my ignorance on the subject.
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#15
(09-19-2017, 07:43 PM)hellbringer616 Wrote: Are you saying this is a limit of how the games assets were made? Or could we expand the ram to prevent the lower res/increase performance?

Forgive my ignorance on the subject.

Compared to other consoles at the time, the PS2 was king in fillrate but texture size was significantly limited as the VRAM was lower than Xbox. In addition, assets were often scaled down to work with the PS2's restrictions.

One of my favorite reads is from Matt Godbolt's blog (a former dev at Argonaut - they made Harry Potter on the PS2) that goes into detail about the development of SWAT: Global Strike Team; and the limitations that were encountered on the PS2/had to be compensated for in comparison to the Xbox. I was surprised to learn that Argonaut actually had multiple engines that were being used internally for games at the time.

https://xania.org/201003/swat-lighting-system
https://xania.org/201003/swat-ps2-renderer
https://xania.org/201003/swat-xbox-renderer

https://xania.org/201002/developing-swat...troduction
https://xania.org/201003/swat-artwork
#16
(09-19-2017, 07:43 PM)hellbringer616 Wrote: Are you saying this is a limit of how the games assets were made? Or could we expand the ram to prevent the lower res/increase performance?

Forgive my ignorance on the subject.

Yes PS2 doesn't help. Texture are low resolutions. Even frame buffers could be low res which are later upacaled to CRTC resolution. There are various VRAM trick to emulate some modern gpu features. Actually texture/frame buffer aren't defined object. You have only raw data (for example size, format aren't constant). So we need to emulate the vram behavior. In theory, we should emulate an upscaled memory but it will kill CPU perf. And I'm not even sure it is doable because the memory is non-linear.
#17
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#18
Dead meme.
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Oh yeah Red Pandas are cool too.


#19
Not sure what your deal is Taffer, but multiple people answered your question in a very detailed manner.
#20
just ban him and get it over with.
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