Dolphin, the GameCube and Wii emulator - Forums

Full Version: internal resolution and aa suggestion
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7
(02-01-2012, 10:03 AM)NaturalViolence Wrote: [ -> ]Neobrain was working on it for awhile and stopped (although if you ask him about it he'll deny it Tongue).

So that's why he said he wasn't Big Grin

andr2535

(02-01-2012, 10:03 AM)NaturalViolence Wrote: [ -> ]That's been talked about, but nobody wants to write the code for it. Neobrain was working on it for awhile and stopped (although if you ask him about it he'll deny it Tongue).

Does that mean that it is not an easy code to create?
(01-31-2012, 09:39 PM)andr2535 Wrote: [ -> ]My point is that like all other hardware screens are also getting better and they are
propably going to have more pixels than they have now so dont you think it would be a
good idea to have a "custom" option like this:
Almost a decade since the first 30" 2560x1600 LCD came out and we're still stuck there unless you can afford a 4K display. Everything else has gone from 16:10 to 16:9 so resolution has gone down so its going to a while before this a problem unless you do eyefinity with widescreen hack (if that works).
Quote:Does that mean that it is not an easy code to create?

No, it means that nobody wants to do it.
just use auto?
He wants a custom option to implement support for arbitrary internal resolutions.
Who says you need a 4K-Screen to see the difference between 4xnative and even higher internal resolutions?

I made some screenshots in Mario Galaxy 2 to demonstrate the difference on a 1080p monitor.


The first one is made with 4x internal resolution and the fullscreen window size is 1920x1080.
So in this case, a 2560x2112 image is downsampled for 1080p.

For the second one, i used downsampling to achieve an even higher resolution than 4x native.
So i set internal resolution to "auto window size" and created a custom video resolution in the graphic card's driver of 3840x2160.
So in the second case, a 3840x2160 image gets downsampled to 1080p.


You can see a clear difference between the two if you look at the edges.

Even using anti-aliasing, the difference is still visible (not only as downsampling works on the whole image, while MSAA only works on the edges; it also makes more details on textures visible in the distance; and third, it affects the quality of post process-shaders such as SweetFX) !

4x native resolution (2560x2112) on 1080p:
http://www7.pic-upload.de/01.10.13/3fymxjkbaf1.jpg

3840x2160 on 1080p:
http://www7.pic-upload.de/01.10.13/r49diupkxu8.jpg


Conclusion: More than 4x internal resolution definitely makes sense, so please include a function to insert a custom internal resolution as PCSX2 already has.
Thx!
afaik the only reason they haven't is because they don't know how they want to implement the UI XD
.. or rather, no one wants to work with wxWidgets.
PCSX2 also provides 5x and 6x but they are overkills. Custom resolution option is better as it covers any resolutions. I found it quite useful as I could set the IR to 1.4x, 1.5x, etc. Anyway, if what you want is to use more than 4x, then just having 5x and 6x will be suffice.
Pages: 1 2 3 4 5 6 7