Dolphin, the GameCube and Wii emulator - Forums

Full Version: Remind me again....
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(03-31-2015, 03:25 AM)KHg8m3r Wrote: [ -> ]When looking at Dolphin resolutions, the base resolution is 640x528.
Yes, but no. This isn't the base resolution, it's the size of the embedded framebuffer. So the game can't render a bigger image, but they are fine to render at a lower resolutions. And most games do so.
So a common viewport is 640x480 to match the aspect of the output. And the remaining 48 pixels are available for small offscreen renderings without saving the framebuffer at all (me looks at NSMBW).
kirbypuff Wrote:Downsampling works best when the virtual resolution is an integer multiple of the display resolution.

Depends on the scaling filter. This is definitely not true for the majority.

kirbypuff Wrote:You should TURN OFF AA when using very high IRs such as 6x or 12x.

SSAA is better than raising the IR at removing aliasing but in the case of openGL can cause texture blurring. The high IR combats this as evidences by his screenshots. The two work wonderfully together.
(04-03-2015, 12:35 PM)NaturalViolence Wrote: [ -> ]
kirbypuff Wrote:Downsampling works best when the virtual resolution is an integer multiple of the display resolution.
Depends on the scaling filter.  This is definitely not true for the majority.
Indeed, but we use linear filtering. It's by far the worst filter but one. PRs with better downscaling filters are welcome Wink
And here, integer factor is best.
My recommendation is having a downsampling resolution, like 3840x2160 in a 1080p monitor, and then using it in Dolphin at the internal IR you want. It's better than Dolphin's downscaling filter.

Use that or SSAA, in OpenGL's case.

In my case, I play a lot with 3D Vision (it only works in D3D), and even 4xIR looks much better when it's upscaled to the downsampled 4k than simply downscaled to 1080p.
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