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wtf is this? is this how gt4 looks like scaled up. that looks terrible. i guess it does motion blur right? the bug screen showed that. but... seriously the sharpness in that is NIL.

i'd put my hands on that one, but it's too much for my rig. Sad
(01-23-2014, 10:31 PM)refraction Wrote: [ -> ]nope. it looks blurrier and slower Sad

Edit: Managed to get x3 out of it, did new pics in PNG format and wrote NO AF in the top left of the one without AF so i didn't get confused, but results are the same.

Damn, that sucks, thanks for showing me.
I thought that game needed 8-bit textures enabled? did you turn off 8-bit tex to take the AF screens, or? If you have 8-bit textures on, then AF isn't enabled. Anyway, if you did turn off 8-bit to check the AF, it doesn't look like it's working properly for that game.

Had another look at the screens. Definitely not working for that game Sad
it doesn't need 8-bit textures, but it benefits speedwise from it.

i did however turn it off for testing AF as you said it overrides it.


Attached the exact GSDX settings i used (ofc i ticked the ansiotropic filtering box for the AF test)

(01-23-2014, 11:05 PM)dabore Wrote: [ -> ]wtf is this? is this how gt4 looks like scaled up. that looks terrible. i guess it does motion blur right?
I brang the car to a standstill (held square down until i took both screenshots ;p) but it has some really weird interlacing stuff going on
From looking at the screens, is it just me, or does it look like the game is already doing some kind of filtering on lod? it doesn't even look like it needs AF that much lol. Maybe that's why the game is having problems with it.

edit: typo
(01-23-2014, 11:43 PM)refraction Wrote: [ -> ]it has some really weird interlacing stuff going on

yeah i got this. i'm taking it. i wanna see that progressive and sharp. i guess i gotta use gsreplay to code. Glare
could be, it is rather aliased looking along the barriers, so there might be something like that going on
first rounds gt4. so sloooowwww. that's a beast. Laugh

got a weird issue with the 1080i output. i tried the options. the screen flew away. only saw some weird upper half. that's where the 512 scanlines aren't enough. 512x960. vertically stretched and upsampled by the crtc. how is that done? that's something that is not emulated correct, is that? no.

i took it 2x. looked good. but that pics of refraction don't even express how f*cked up that is. you gotta see that in motion. lod? lol. filtering? nope. it's got heavy aliasing starting in the 15 - 20 meter range. far from that, the internal screenshot looks like it's using a garbage offset trick for an antialising blend with the same framebuffer. on the other try i had single frame motion blur. i thought it might be real - some triple buffered trick, but mosdef it's a glitch when not using 8-bit textures. the color mode is 16 bit. talk about precision. nothing to shader here. and AF doesn't work with the indexed 8-bit textures.

no interlace artefacts, except a shaking "car show" screen. wtf you posted @refraction? does pal interlace? i got 60s. Cool
Yep the pal version seems to interlace . If you take screenshots during motion the cars are all sliced Tongue2
just turned another round. seems that the ntsc version is doing some line dance sh*t too. that shaking screen is really obvious when the interlace mode is "none". but it's not "slicing" the picture. i'm really assuming that's some framebuffer offset trick and a part of some sort of antialiasing blend. it shakes in a scaled fashion relative to the upscaling value. on native it's not as harsh. on x2 it's relatively more. but that AA is not really working. that'd be something worth to fix with asmodean's scaler. Smile
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