New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[GSDX/OGL] Final Fantasy XII menu/pop-up text artifacts with Texture Filtering #630
Comments
I don't think that can be avoided as having texture filtering turned on all the way will filter sprites on both 3D and 2D elements. Just use the grayed option for texture filtering where it will only filter sprites on 3D elements. |
it cant be besides it looks better with it on. Breath of Fire :Dragon quarter and a alot of other games that have 22 overlays will have this issue and BOF : DQ suffer from this much more, with TF on/full it makes the ui almost unread able in comparison |
Better than the grayed option where it just filters sprites on 3D elements? That's a matter of opinion. The 3D elements will look the same on both options but the 2D elements will be pixelated with the grayed option, which IMO is fine since they are sprites to begin with. I'm not a fan of filtering/smoothing out sprites. Check it out: ON: http://wiki.pcsx2.net/images/d/d6/TextureFilteringOn.png |
yah guess it mater of opinion, to me it looks better with in on full, vs 2d or off. there is next to nothing wrong with text with it on vs how bad it can be, go look at how 2d overlay looks in bof:dq it is far far worse. Jaggy text vs smoothed with lil to no issue i take the smoothed any day like said the TF effect on 2d elements has no issue compared to how bad it can be |
Does native work better? Currently filter option is to You could try the upscaling hack, it would disable "the force filtering" on sprite. |
And potentially in the future, if it is a real post processing effect, filtering will be disabled automatically to keep 1:1 pixel accuracy of the effect. |
So wait, texture filtering doesn't work like how it's described here? |
No. Grayed mode is the normal behavior of the GS, as programmed by the Game. |
really? i always thought box/grey what ever you want to call it is 3d only and check is 2d sprites/3d/everything. this what i remember refraction tell us or is that the simply way explain the modes? cause that is how i seen it work in almost all games IF that is the cause box/grey options makes the text look worse then it actual looks on ps2 which would make no sense to me. then again been while since i pulled out my ps2 to see what ps2 game actual look like on hdtv, last time did that my eyese bleed and i pack it all up again. those " boxes" next to names if that is what he talking about show up in native with TF=check i fact i never even noticed them till it said somthing about, Check = text and 3d textures are smooth But like said TF=on looks way better then off or box/grey TF=check screw things up way more in games like BOF:DQ to point you have to turn it off or use box/grey or deal with hp hud and numbers there almost really hard to read |
Well there is a high probability that the game will disable linear filtering for a sprite. |
Someone add "backburner" tag. Let's revisit it in 2020. |
Note for the future: I suspect some issue with the texture rounding code. If I understand correctly the SW renderer truncate the coordinate whereas the HW round them. |
It might worth to test the PR #763 but I don't expect any real improvements. |
The explanation provided in the thread was good enough for understanding how and why it works like that. I thought it was supposed to be backburner? I mean, the issue wasn't critical, not like broken GoW effect or missing shadows. Or was it affected by some other changes? I will give it a try once latest version will be compiled. |
It is back burner. I just wanted to remove some useless code in texturing and found a mistake. It fixes some texturing issue in Suikoden so why not this one (yes I'm dreaming). |
Yes, in fact, it does look better: Texture filtering enabled (ticked), 2x scale: Texture filtering partially enabled (filled), 2x scale: |
Hum, I don't really see the difference but I trust you 👍 |
Well you can see a difference between the two screenshots pretty easily in the bottom-right area, where the text and health bars are. But there was always a difference between PS2-like texture filtering (filled/grayed) and forcing full texture filtering (checked/ticked) so these screenshots don't really show you a difference between the new PR and the old behavior. @Kein could you include a screenshot comparison between the old build and the one you have for the new PR? |
Ah yes great. No I need to fix the regression of the PR. |
New build must work better therefore I close the issue. |
Texture filtering off:
Texture filtering on:
The text was updated successfully, but these errors were encountered: