Quote: And openGL.
But not DX11, unfortunately.
Quote: SSAA it yields better IQ since the scaling filter is actually designed to reduce aliasing.
You are referring only to Dolphin's internal SSAA now, don't you? As driver SSAA only uses a box-filter AFAIK.
In this case: Good to know, what kinda filter is used here?
Image Quality still is worse compared to DX11, tho (as you cannot combine Dolphin's internal SSAA with SGSSAA).
I dont understand your intention here, anyway:
We are already talking about very high quality settings at very high resolutions here, yet you still mention the difference between scaling filters for optimal IQ.
At the same time, you consider custom and thus even higher internal resolutions unnecessary.
I would think someone who even considers differences between scaling filters at that high IQ level would also love to see higher internal resolutions.
I hope it will be included in dolphin.
Quote:Depends on how the resolve stage is handled. Depending on how its implemented it often makes textures appear blurry.
It does not. Why should it? The opposite is the case. The game is rendered at a higher resolution, so the texture LOD is set further into the negative. Thus you get sharper textures further into the screen space.
You select the resolution (2880x1620 or 3840x2160, for example) directly in the application. The application treats it exactly as it would treat a 4K-Display. After that, the monitor applies a box-filter to scale it down to 1920x1080. It also does not collide with any post processing-effects or rendering techniques. So why should textures get blurry?
(10-02-2013, 11:51 AM)NaturalViolence Wrote: [ -> ]What IR were you using?
Same for both, 2560x2112 internal resolution.
I dont see ANY difference in textures at all:
4xSSAA:
http://www7.pic-upload.de/02.10.13/yde46h21mqrp.jpg
4xDownsampling:
http://www7.pic-upload.de/02.10.13/ulcaltqc4dyt.jpg
What i can confirm is that the SSAA scaling filter seems to do a slightly different job on edges. Some seem better, some seem worse, hard to tell at such high quality levels. But anyway, as you cannot apply SGSSAA in the DX9-plugin...
But if you mention this filter as an advantage, i think you should also see the advantages of even higher internal resolutions, even if they are ever so small.
Please also consider post processing effects such as FXAA, SMAA, or SweeFX.
Some of these definitely work better (or less blurry) with higher resolutions.
4K-Displays and/or multi monitor setups are also more and more common each day, so its a good thing for the future too.
Plus we got no SSAA in DX11-plugin.
A good example where immensely high internal resolutions do make a clearly visible difference is SweetFX's cartoon-shader.
It looks absolutely great when set to 10 (and looks far better than auto toon etc) in games like Mario Galaxy 1/2 and many other comic-like games.
The fine black lines are applied post-processing, and only rendering at a higher resolution internally actually anti-aliases them correctly.