shoober420 Wrote:Shonumi, I didn't mean to make you feel remorse for typing all that. I simply don't want to argue anymore.
I wasn't
that disappointed by your first response. :p But I am a bit concerned that you're still holding on to some positions. I'll get to those in a moment.
shoober420 Wrote:HLE emulators far outweigh the accurate LLE emulators that don't allow increasing the internal resolution.
I'm still not sure either one "outnumbers" the other, at least not yet. It would be nice if you did a comparative list if you wanted to prove your point; just look at emulators for systems that might be capable of using an internal resolution (emulators for the Sega Saturn, Dreamcast, PSX, N64, PSP etc). I already gave some examples, perhaps you could expand it.
shoober420 Wrote:Not until recently have LLE emulators sprung up with the rise of overall CPU power. Back then, even 2D emulators were mostly HLE, like nesticle for example (I'm pretty sure its an HLE emulator). They are definitely way more HLE emulators then LLE ones. I also can say HLE and LLE, because LLE emulators do NOT allow to increase internal resolution. Main reason being, they are after accuracy. LLE goes for accuracy, and HLE goes for better graphics and/or speed.
You should clarify what specifically is being LLE'd in the emulators you're talking about; as far as I can tell, you're specifically referring to using LLE for graphic emulation. HLE works by knowing the large-scale behavior of a system (or a system's component) and being able to reliably reproduce that without having to go through all of the steps real hardware would necessarily have to do. Going back to the Game Boy (again, the original DMG version), the BIOS is most often HLE'd simply because it's just a 256-byte program that drops the Nintendo logo, makes a chime, then writes a bunch of values to MMIO registers and CPU registers (the same values every time, more or less). The first two parts (logo and chime) can be skipped in a GB emulator. On boot, an emulator only needs to know which values in memory the BIOS usually writes to and enter them in manually. If you wanted even more HLE, a GB emulator needs only set the Program Counter to 0x100 and ignore other values the BIOS writes to (GB programmers were taught not to rely on the BIOS values probably because Nintendo envisioned later GB versions with different BIOS like the GBC, so games often change any important values anyway). Of course you could use LLE, which just runs the BIOS like normal GB assembly.
The graphics are a different story for a number of systems, 2D ones especially. There aren't many "shortcuts" you can take with graphics as I demonstrated with the BIOS. Most of the pixel data must be acquired and processed from memory. For systems like the NES, GB, Genesis, you usually have to read VRAM or something similar to create a tile based on the internal image format of the system (pixel encoding and palette for example) then decide where and how the system wants it to be drawn onscreen. The large-scale behavior of the system's graphics can't be broken down any further, nor can any major steps be removed. Minor segments can sometimes be HLE'd, but for the most part, you have to use LLE for graphics emulation on these systems. Newer systems, on the other hand, have more levels to emulate with higher complexities, thus they may be prime candidates for HLE depending on what they do. Lastly, I can't find anything about Nesticle using HLE for the graphics on Google.
As such, LLE has been around for quite a while in handheld and console emulation. In addition to LLE being the only way of doing something (since it couldn't be shortened or othewise skipped), it was also fairly straight-forward if you understood the hardware (just do what the hardware do). It's actually been the other way around; only until very recently was HLE demonstrated as a viable for emulators of modern systems. Have a look
UltraHLE.
One other thing, it's possible to use the z64 plugins for Mupen64Plus (which LLEs the N64's graphics and RSP), however, it's still possible to use larger, non-native internal resolutions. All the calculations are about as accurate as the author of the plugin could make; the only thing that isn't is how the emulator decides to display said calculations on screen. I really wouldn't say this is HLE, no more than having higan use HQ2X. Mupen64Plus merely takes output from the z64 plugin and decides how the user should view it. As far as I know, the Mupen64Plus core changes the data; the z64 plugin knows nothing about it once it hands the data off. It's not really valid to say that emulators that use LLE for graphics can't or don't alter the internal resolution while ones that HLE the graphics can.
shoober420 Wrote:But I see nothing wrong in saying upscaling the internal resolution to mean increasing internal resolution.
Then you obviously have failed to realize the significant differences between the meanings of each phrase, which has been expounded on extensively for the past few pages.

That's your choice though.
shoober420 Wrote:Its just when I see games that are upscaled, they look blurry and the pixels blend together. I haven't come across a sharp looking upscale, which is why I assumed that 2D emulators upped the native resolution to whatever you choose. It just looks so sharp, that I couldn't think it was an upscale.
Well, at least you've learned that the Nearest Neighbor filter is a method of upscaling. Just like Scale2x, it doesn't introduce any new colors, hence you get a "sharp" look. As soon as you start creating new colors from existing (or non-existent) pixels, scaling filters can enter into the territory of blurriness (like the much maligned bilinear filter. Okay, maybe only I hate it that much...). It's a really fascinating study in how the algorithms determine how to maintain visual fidelity, smoothness, and how close they choose to stay true to the original image. I could bore you with the mathematics some time if you want. Given that you're a "purist" when it comes to emulation (you want a 1:1 recreation of the experience) I'm not sure how interesting you'd find it though
Personally, I don't care if the graphical output is 1:1. When I emulate my games, I'm trying to recreate the thoughts, feelings, and excitement that I found when playing the game. For me, the graphics are just one element in the overall experience. As long as the core experience is the same - as long as it's fundamentally the same game - I'm all too happy to play a game again, scaling filters or not. This is personal preference of course, and everyone's tastes vary. Also, good luck playing at native resolution with absolutely no filters. If you really are against all upscaling, then you'll have to forfeit nearest neighbor scaling, fullscreen that stretches, and even playing old games on a high-definition TV. Those situations all involve upscaling. You'd have to play in a tiny window that's exactly the same width and height as the native resolution. Hey, it's technically authentic :p
scootaloo Wrote:I understand that with older consoles (NES, SNES, etc.) increasing the size too much will probably make some of the sprites/environments look bad or simply wrong.
Depends on the filter. Some can go overboard with their smoothing or introduce too many colors in places, reducing vibrancy. I'm a fan of the Scale2x filter (not just because I know it well), since it does perform primitive antialiasing, and it maintains the original colors. With Scale3x and Scale4x, some shapes begin to look mishapen. For the most part, it's good for 2D (especially older ones) and some 3D games. I'm partial to HQ4X or HQ2Xs though for 2D games with complex colors (various SNES games, PSX games, DS games).
NaturalViolence Wrote:You think this is fun for me? This is horribly tedious and frustrating. When I answered his question I didn't expect him to disagree with anything I said because it's all common sense and and widely known facts that can be easily confirmed. I just wanted to answer his question. Correcting people who fight back without an understanding of the subject at hand and view their misinformation as opinions is never easy or fun. I do it only because reading these things annoys me and because people deserve to be educated when they're wrong. Opinions deserve to be criticized. Misinformation deserves to be disproved. I'm far more adamant about the latter as you can tell.
The only people who have "fun" in these discussions are trolls. And I don't believe in that type of response. It's annoying and benefits no one.
Yo, check the smiley. I'm almost never serious when there's a smiley involved

I didn't seriously mean you enjoy this sort of thing. By all means though, you've a right to dispel that notion so people don't get the wrong idea about you, which has happened, as I've seen. You sometimes get labeled as the "resident argumentative bad guy" (made-up title btw) by people who don't understand why they're actually being corrected. I only enjoy these types of discussions as far as it's a chance for people to learn and an oppurtinity to share what I know (if I know anything substantial).