(10-30-2014, 02:15 AM)degasus Wrote: The downsampling is a bug in the OGL backend right now, should be fixed with https://github.com/dolphin-emu/dolphin/pull/1418Well, that bug seems very recent. I wasn't talking about that, anyway :p.
(10-30-2014, 02:15 AM)degasus Wrote: But I'd also like to see a nice downsampling filter. Do you want to create such a shader within our postprocessing framework?Do you mean me? I definitely want to contribute, but for now my programming knowledge is pretty limited. PHP, Java and Javascript, basically. And I'm still learning. I understand some things in the code on Github (and post processing shaders look simpler than Dolphin itself), but I wouldn't know where to start yet.
But wait, do you think that a postprocessing shader can scale the higher internal resolution image to the monitor resolution with for example bilinear or bicubic filtering? Seems kinda complex for a postprocessing shader, I think.
Edit: oh, and I would like this to work also in the D3D backend, because I play a lot of the time with 3D Vision 2. So unless shaders can be ported to the D3D backend, it would only affect OGL.
Edit2: Nvidia Dynamic Super Resolution helps a lot with this, adding downsampling resolutions that also work with 3D Vision. However, it disables custom resolutions, and that's a pain in the ass, so I usually have it disabled.
CPU: Intel Core i5 4670k @ 4.4GHz
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH"
RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7
OS: Windows 7 Ultimate x64
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH"
RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7
OS: Windows 7 Ultimate x64




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