• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
« Previous 1 ... 89 90 91 92 93 ... 369 Next »

What does setting a non-multiple-of-native resolution affect?
View New Posts | View Today's Posts

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
What does setting a non-multiple-of-native resolution affect?
09-13-2016, 12:38 PM
#1
Mrnoname1000 Offline
Junior Member
**
Posts: 21
Threads: 5
Joined: Sep 2016
What do non-multiple-of-native resolution cause? It seems the better choice, if not for mentioned "issues", especially on really low-end computers, as you get the best real-estate for resolution and there is no artifacting caused by downscaling if you can't afford AA. Sure this doesn't matter much for gigantic gaming rigs, but I'm just curious why.
Find
Reply
09-13-2016, 12:46 PM
#2
mbc07 Offline
Wiki Caretaker
*******
Content Creators (Moderators)
Posts: 3,577
Threads: 47
Joined: Dec 2010
Some games have minor graphical bugs from not using multiple of native resolutions...
Avell A70 MOB: Core i7-11800H, GeForce RTX 3060, 16 GB DDR4-3200, Windows 11 (Insider Preview)
ASRock Z97M OC Formula: Pentium G3258, GeForce GT 440, 16 GB DDR3-1600, Windows 10 (22H2)
Find
Reply
09-13-2016, 01:37 PM
#3
Mrnoname1000 Offline
Junior Member
**
Posts: 21
Threads: 5
Joined: Sep 2016
(09-13-2016, 12:46 PM)Jhonn Wrote: Some games have minor graphical bugs from not using multiple of native resolutions...

Ok, so it's all graphical. What examples are there or what do the glitches look like? Why exactly don't games like non-integer resolutions? Is it just that they were written and optimized for a specific resolution? I've noticed the same kind of thing with other emulators, such as DeSmuME 4x native, so is it a general emulation issue? How exactly is it done to begin with? And on a side note, ignoring cost, would it be possible to create brand new hardware capable of running these games in higher resolutions like Dolphin?

(Sorry for all the questions, I'm just very curious)
Find
Reply
09-14-2016, 02:18 AM
#4
leolam Offline
Developer
**********
Developers (Some Administrators and Super Moderators)
Posts: 1,478
Threads: 5
Joined: Sep 2015
Here's an example: https://bugs.dolphin-emu.org/issues/6640
Website Find
Reply
09-14-2016, 10:17 AM
#5
TehGuy Offline
No longer needs to use his GC/Wii
***
Posts: 156
Threads: 5
Joined: May 2014
(09-13-2016, 01:37 PM)Mrnoname1000 Wrote: Ok, so it's all graphical. What examples are there or what do the glitches look like? Why exactly don't games like non-integer resolutions? Is it just that they were written and optimized for a specific resolution? I've noticed the same kind of thing with other emulators, such as DeSmuME 4x native, so is it a general emulation issue? How exactly is it done to begin with? And on a side note, ignoring cost, would it be possible to create brand new hardware capable of running these games in higher resolutions like Dolphin?

(Sorry for all the questions, I'm just very curious)

I'd say integer scaling is more of an image quality thing in general. Take a nice, say, 120x120 pixel image and scale it both ways with a non-integer number and you'll see why.

You'll have to explain that last question.
AMD Ryzen 7 3700X @ 4.2 GHz | MSI GTX 1070TI 8GB | 32 GB DDR4 @ 3000 MHz | Windows 10 Pro x64 | Dolphin 5.0-10886
Find
Reply
09-14-2016, 10:46 AM (This post was last modified: 09-14-2016, 10:48 AM by Mrnoname1000.)
#6
Mrnoname1000 Offline
Junior Member
**
Posts: 21
Threads: 5
Joined: Sep 2016
(09-14-2016, 10:17 AM)TehGuy Wrote: I'd say integer scaling is more of an image quality thing in general. Take a nice, say, 120x120 pixel image and scale it both ways with a non-integer number and you'll see why.

You'll have to explain that last question.

But I thought that it wasn't really scaling, it was re-rendering in a new resolution, so it didn't matter. That's also why I asked how it's done to begin with. It's 3D rendering, so it should be able to render at any resolution, providing that it can be rasterized correctly.

Rephrasing the last question, if we had enough money, could we fabricate brand new chips that run Wii and Gamecube at higher resolutions, just like Dolphin? I assume it would just be a change of the architecture and RAM amounts, so it wouldn't be as hard as building from the ground up. Theoretically it would be even better than Dolphin because you don't have to muck around with emulation and approximations.
Find
Reply
09-14-2016, 11:39 AM
#7
JMC47 Offline
Content Producer
*******
Content Creators (Moderators)
Posts: 6,543
Threads: 29
Joined: Feb 2013
The games assume things. Even if you had a super high res Wii, it'd still run into some of the same bugs as dolphin if it was rendering at resolutions the games didn't expect.
Find
Reply
09-14-2016, 10:01 PM (This post was last modified: 09-14-2016, 10:01 PM by leolam.)
#8
leolam Offline
Developer
**********
Developers (Some Administrators and Super Moderators)
Posts: 1,478
Threads: 5
Joined: Sep 2015
Quote:I assume it would just be a change of the architecture and RAM amounts, so it wouldn't be as hard as building from the ground up

If you're Nintendo and have access to the hardware documentation, sure. Otherwise, it would be just as complicated as writing Dolphin from scratch.
Website Find
Reply
« Next Oldest | Next Newest »


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode