Cool. I'm currently coding an upgraded version of the hack. So far vertical line seems to be gone even on 5x scaling. Now I need to do the Y axis, which is more difficult because drawing is done in a reverse way.
Good luck gregory, keep up the great work. This is exciting stuff. Hopefully we'll get a new release (or at the very least a news post!) because of it.
Yeah pcsx2 seems to be making progress again. It's getting exciting. Maybe one of these days I can start working on stuff myself.
I wonder if that cool motion blur effect in Grandia 3 will ever be emulated in hardware mode again..... The game just doesn't seem the same without it lol.
Ok. new version available without the GUI option because I want more test first
If it works well, it will replace the previous hack (UserHacks_stretch_sprite)
Quote:UserHacks_align_sprite_X = 1
UserHacks_round_sprite_offset = 1
UserHacks_stretch_sprite = 0
(04-07-2015, 10:43 AM)gregory Wrote: [ -> ]Bilinear + upscaling is impossible. Even in native mode there are lines (but not visibles with human eyes).
To interpolate n pixels you need n+1 texels.
I think tc offset + no filter might help lots of games. I need to investigate it for a new (hopefully better) hack.
By the way, did anyone notice a speed impact with the hack on?
No speed impact here, I checked.
Previously in Ar tonelico the TC Offset was not useful since there were lines on all four sides. With the sprite stretch hack at 4x, there are lines only on 2 sides which is what gave me the idea to use it. As you can see it works pretty well.
Try the new hack
It is kinda of an automatically computed texture offset per primitive. It is much more efficient.
Unfortunately some games renderer the "sprite" as 2 triangles (kingdom heart). So it won't work for them.
(04-07-2015, 07:42 PM)gregory Wrote: [ -> ]Try the new hack It is kinda of an automatically computed texture offset per primitive. It is much more efficient.
Unfortunately some games renderer the "sprite" as 2 triangles (kingdom heart). So it won't work for them.
It's fantastically perfect!
The only thing I was still wondering is: is it normal that "lines" dimension is still not upscaled?
I mean, give a look to screenshots. Use an image viewer that resize them to fit (firefox for example does)
And notice how the more I increase resolution.. the same they left. And the less relatively small they are.
Yes that more or less normal. The game use a primitive of length 0. The line cross a pixel so the fragment is computed. You can upscale by a thousand, the length will remains 0
In short a line remains a line not a rectangle.
UserHacks_round_sprite_offset =
Not seeing this line in the new git build in the gsdx.ini.
do i have to manual add this line?