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Add compatibility flag for loading pixels on framebuffer create using nearest filtering #16115

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merged 1 commit into from
Sep 26, 2022

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Solves the last problem with the Ridge Racer speedometers - so we can finally say: Fixes #8509

Render-to-CLUT for speedometers renders on top of an image that just comes from the underlying memory, so it's been drawn to the framebuffer with DrawPixels. That adds filtering so at higher resolutions, there's some blurring of the CLUT, causing artifacts. We can solve this two ways: either we force on lower-resolution-for-effects for Ridge Racer games, or we use nearest filtering when doing DrawPixels of the memory under a framebuffer. For best result, we do the latter, on a per-game basis, for now at least.

(The speedometers look even better with nearest filtering, but that's a more general issue of UI looking better that way).

… nearest filtering

Solves the last problem with the speedometers - so we can finally say: Fixes #8509

Render-to-CLUT for speedometers renders on top of an image that just comes from the
underlying memory, so it's been drawn to the framebuffer with DrawPixels. That adds
filtering so at higher resolutions, there's some blurring of the CLUT, causing
artifacts.  We can solve this two ways: either we force on lower-resolution-for-effects
for Ridge Racer games, or we use nearest filtering when doing DrawPixels of the
memory under a framebuffer. For best result, we do the latter.

(The speedometers look even better with nearest filtering, but that's a more
general issue of UI looking better that way).
@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Sep 26, 2022
@hrydgard hrydgard added this to the v1.14.0 milestone Sep 26, 2022
@hrydgard hrydgard merged commit 87e49d8 into master Sep 26, 2022
@hrydgard hrydgard deleted the fb-create-nearest-filter branch September 26, 2022 19:49
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Ridge Racer 1 and 2 speedometers do not show correctly
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