(09-25-2012, 08:40 PM)5247846 Wrote: [ -> ]GSdx needs a "force progressive scan" option!
Because of the different ways interlation works inside GS between games compared to how it works on other consoles like GC/Wii or even PSOne it would result to things like poorer visual quality, speedups/slowdowns or even crash the game. I want it aswell but I know it's not possible atleast without a terrible brainstorm.
Do whatever Xploder HDTV Player did?
Those tools change the timings and therefore break games.
We'll look into nicer interlace options when redoing that part of GSdx.
(09-25-2012, 07:18 PM)VIRGIN KLM Wrote: [ -> ]Hey, dunno if anyone thought of it but I have an idea for better visual results with internal resolution multiplication at zero speed cost.
I pretty like always use it:
http://forums.pcsx2.net/Thread-Kingdom-H...#pid262030
The idea was to reduce alignment artefacts by scaling using a multiplier of the original resolution.
This didn't turn out working too well once you go over x2 though, so we left the manual resolution option available.
(09-26-2012, 02:39 PM)rama Wrote: [ -> ]Those tools change the timings and therefore break games.
We'll look into nicer interlace options when redoing that part of GSdx.
The idea was to reduce alignment artefacts by scaling using a multiplier of the original resolution.
This didn't turn out working too well once you go over x2 though, so we left the manual resolution option available.
The auto offset patch works quite well though, getting nice alignment for all multipliers. Too bad the patch for offset of custom resolutions has some meh side effect.
@VIRGIN KLM: If I remember correctly, the scale multipliers ain't per area but per axis. So doing a x2 actually gives you a x4 surface; maybe that's where the less requirements come from. Looks cool nonetheless.
(09-25-2012, 08:56 PM)VIRGIN KLM Wrote: [ -> ]Because of the different ways interlation works inside GS between games compared to how it works on other consoles like GC/Wii or even PSOne it would result to things like poorer visual quality, speedups/slowdowns or even crash the game. I want it aswell but I know it's not possible atleast without a terrible brainstorm.
what a brainstorm? if the crtc is in interlaced mode you just use a internal and in that case virtual frame buffer with twice as much scanlines for both frames and output direct without the interlace shader - which is progressive then. dunno about the coordinate system for the rasterizer tho, but usually it's just doubling y-resolution to perform the progressive rendering stretch when rasterizing. not when blitting to crt.
(09-26-2012, 05:38 PM)xstyla Wrote: [ -> ]what a brainstorm? if the crtc is in interlaced mode you just use a internal and in that case virtual frame buffer with twice as much scanlines for both frames and output direct without the interlace shader - which is progressive then. dunno about the coordinate system for the rasterizer tho, but usually it's just doubling y-resolution to perform the progressive rendering stretch when rasterizing. not when blitting to crt.
Yes but this does not apply to all games. As you said it's -usually- doubling y resolution in a game, not always. Add on top of that that there are games that use more than one method between their vmodes or even worse there are games that switch vmodes inside gameplay (cutscenes, gameplay, CGI videos) which makes it a real pain to attempt such thing without breaking tons of others, though if such thing could be done it would mean crisper visuals.
EDIT: Just forgot to mention that if it was that simple, you would be able to do it on real PS2 hardware using 2 syscalls, but apparently seeing GSMode Selector and Xploder HDTV projects it looks like it's not universaly possible with a simple method but even worse, faking such thing may give progressive output but it's not real and even then it's gamebreaking.
you could track what gs input registers are used or check other components like the ipu to decide when it's video. means building a lil approximate game state machine. so it might apply only on 3d. this might work... maybe. tho.. deinterlacing video would maybe make it look a lil better too. lil blocky but without lines. but it can't use the framebuffer hack. so it's a lil complicated switch. yep.
and... omg lol. @klm. that progressive hack has got so nothing todo with the real hardware. ofc this not possible to hack in the ingame code or on the real ps2. this a plugin output hack purely for the purpose of better looking emulation. you can't override that on the real hardware due it's limitations and the game's fixed implementation.
(09-27-2012, 06:04 PM)xstyla Wrote: [ -> ]and... omg lol. @klm. that progressive hack has got so nothing todo with the real hardware. ofc this not possible to hack in the ingame code or on the real ps2. this a plugin output hack purely for the purpose of better looking emulation. you can't override that on the real hardware due it's limitations and the game's fixed implementation.
Yes you can, using 2 undocumented syscalls but the problem is that it' not game universal and there are tons of other issues it will cause which is not worth the hussle in a real PS2 hardware. If it's a game that don't have these issues, most possibly the developers already offer you the option in the game settings. The problem is that there are so many things chained from resolution to framerate to refresh rate to framebuffer (and the list goes on) that messing with one breaks the whole thing.
yeh. okay. i got it. you wanna know better huh?
but you know what?... i know some of the pitfalls hacking that on the restricted fixed hardware myself. easy thing - you output the interlaced framebuffers as progressive directly, but it ends up blocky if you don't increase the framebuffer's y-resolution. if you do increase it, you end up with decreases texture buffer size - leading to texture buffer manager mismatches breaking things. the vsync timing - actually all the base timing - goes nuts cause the frames take longer to render and... and... and...
still this thread is about the plugin. and in there you can bypass that all with internal virtual specs. the possibilities are endless. so...
Now you set it correct. No, in no way I mean to sound like a smarta** or a mr. know it all but I just echo some stuff that have been discussed dozen times and I went on searching myself. I just want to add that there are games that are depended from those timmings and buffer sizes that incase it has spare room it increases the texture quality and once it goes nearly to full it uses poorer textures and all that realtime. I bet you know some games that do that from experience, imagine that 1/3rd of PS2 games do this mechanism atleast one time. What happens when you try to immitate or block that mechanism in emulator level? Mess...