Nope. Internal resolution != screen space resolution.
If you follow the code:
1x IR + 4xSSAA:
Internal resolution option sets the internal resolution to 640 x 528. Then SSAA multiplies it by 2 in each direction, changing the internal resolution to 1280 x 1056. The efb is rendered at 1280 x 1056 and scaled to your fullscreen/windowed resolution.
2x IR + no SSAA:
Internal resolution option sets the internal resolution to 1280 x 1056. The SSAA option does not multiply it. The efb is rendered at 1280 x 1056 and scaled to your fullscreen/windowed resolution.
The ONLY difference is the scale code. You can test the options yourself if you don't believe me.
Edit: Looking through the code now. They actually use the same scale code. It's just copy/pasted, lol, no wonder it doesn't look any different.
http://code.google.com/p/dolphin-emu/sou...rCache.cpp
Take a look at lines 183-202, that switch statement. Case 0 is no SSAA, case 1 is 4xSSAA, case 2 is 9xSSAA. Yet what do you see when you look at the code?
Neobrain either doesn't know how to or doesn't care about fixing the issue. I don't care enough to learn hlsl and the d3d9 framework just to fix this one tiny issue. Only other option is if we're lucky and someone else comes along who wants to fix it. For the time being I'm using 4x IR + FXAA, it does a decent job but still not as good as true 4xSSAA did.
If you follow the code:
1x IR + 4xSSAA:
Internal resolution option sets the internal resolution to 640 x 528. Then SSAA multiplies it by 2 in each direction, changing the internal resolution to 1280 x 1056. The efb is rendered at 1280 x 1056 and scaled to your fullscreen/windowed resolution.
2x IR + no SSAA:
Internal resolution option sets the internal resolution to 1280 x 1056. The SSAA option does not multiply it. The efb is rendered at 1280 x 1056 and scaled to your fullscreen/windowed resolution.
The ONLY difference is the scale code. You can test the options yourself if you don't believe me.
Edit: Looking through the code now. They actually use the same scale code. It's just copy/pasted, lol, no wonder it doesn't look any different.
http://code.google.com/p/dolphin-emu/sou...rCache.cpp
Take a look at lines 183-202, that switch statement. Case 0 is no SSAA, case 1 is 4xSSAA, case 2 is 9xSSAA. Yet what do you see when you look at the code?
Neobrain either doesn't know how to or doesn't care about fixing the issue. I don't care enough to learn hlsl and the d3d9 framework just to fix this one tiny issue. Only other option is if we're lucky and someone else comes along who wants to fix it. For the time being I'm using 4x IR + FXAA, it does a decent job but still not as good as true 4xSSAA did.
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."
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"I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. "
-Mark Antony
-Ron Swanson
"I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. "
-Mark Antony