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Output native resolution > integer scale each axis nearest to (but not smaller than) target resolution (this includes accounting for AR changes) > finally scale down to exact resolution and interpolate image with filtering
Reason
Results in a lot less blur than immediately filtering the image but also corrects pixel positions/sizes at any resolution or AR.
Essentially this is an alternative for people who like a sharp native res image without artifacts from nearest with uneven scaling, but might not like integer scaling or weird aspect ratios.
"Why not just use nearest and integer scaling?"
Nearest neighbor can cause squished or stretched pixels across the image when not scaled evenly and is very noticeable in motion. Integer scaling often doesn't fit an image to the display height and requires square pixels to achieve correct scaling, which means non standard AR's for games that use very odd resolutions or multiple resolutions.
Nearest can sorta be "brute forced" by using a high output resolution to have more pixels to sample from (4k displays) but most people are still on 1080p or 1440p displays.
"Why not use bilinear filtering?"
Causes excessive blurring that only gets worse the lower resolution the source image is.
Examples
Shown in the linked Dolphin PR and below.
The text was updated successfully, but these errors were encountered:
Description
Described and shown in detail here, along with some code dolphin-emu/dolphin#9860
Output native resolution > integer scale each axis nearest to (but not smaller than) target resolution (this includes accounting for AR changes) > finally scale down to exact resolution and interpolate image with filtering
Reason
Results in a lot less blur than immediately filtering the image but also corrects pixel positions/sizes at any resolution or AR.
Essentially this is an alternative for people who like a sharp native res image without artifacts from nearest with uneven scaling, but might not like integer scaling or weird aspect ratios.
"Why not just use nearest and integer scaling?"
Nearest neighbor can cause squished or stretched pixels across the image when not scaled evenly and is very noticeable in motion. Integer scaling often doesn't fit an image to the display height and requires square pixels to achieve correct scaling, which means non standard AR's for games that use very odd resolutions or multiple resolutions.
Nearest can sorta be "brute forced" by using a high output resolution to have more pixels to sample from (4k displays) but most people are still on 1080p or 1440p displays.
"Why not use bilinear filtering?"
Causes excessive blurring that only gets worse the lower resolution the source image is.
Examples
Shown in the linked Dolphin PR and below.
The text was updated successfully, but these errors were encountered: