Sonic and Sega Retro Message Board: MarzSyndrome - Viewing Profile - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help

Group:
Member: Members
Active Posts:
460 (0.19 per day)
Most Active In:
General Sega Discussion (73 posts)
Joined:
03-November 08
Profile Views:
3934
Last Active:
User is offline Jul 23 2015 05:23 PM
Currently:
Offline

My Information

Member Title:
Everything is going to the beat.
Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Male Male
Location:
Yesterday.

Contact Information

E-mail:
Private

Previous Fields

National Flag:
uk

Latest Visitors

Posts I've Made

  1. In Topic: I think I may have a dodgy graphics problem

    19 July 2014 - 11:34 AM

    View PostmuteKi, on 16 July 2014 - 05:49 PM, said:

    Having trouble IDing which parts of the image are the result of jpeg artifacting here; can you go with PNG screenshots instead?
    They are PNGs. Are you clicking on the picture again after it's loaded on the PostImage page?

    Anyway, after much playing around, I appear to have found a workaround of sorts.

    While it's not a direct solution to the output/scaling problem, as it transpires it's okay for me to use bilinear filtering provided I combine it with a shader designed to maintain pixel sharpness.

    With Kega Fusion I can use Double/DoubleRaw or Quad/QuadRaw from the plugins pack to eliminate blurriness and pixel misplacement, and some of the included shaders in the Windows archives of RetroArch for a similar result (such as Stock, Sharp Bilinear or Quilez). (With the latter though, I need to be wary about using a scale factor of 5x - while it makes the screen look just as crisp as it did with bilinearing disabled, certain cores take a significant performance hit with 5x, and may possibly result in a small reduction of FPS in all other cores.)

    Or with Mednafen, there's a built-in setting to apply a sharper version of bilinear without the need for an external shader.
  2. In Topic: I think I may have a dodgy graphics problem

    16 July 2014 - 01:40 PM

    View Postwinterhell, on 16 July 2014 - 11:34 AM, said:

    Depending on if Intel supports this or not, you can enable GPU resolution scaling by one of the 3 types I mentioned above. That way the monitor always receives the same resolution and doesn't have to do any scaling. As a bonus often the GPU scaling is of a higher quality than monitor's.
    Well, here's what a typical Intel Options window looks like on my end.

    Posted ImagePosted Image

    Under the native resolution, those two scaling options are the only ones available. If I'm on a lower non-native resolution on the other hand, it unlocks a couple more options relating to aspect ratio (for instance, whether to stretch a 640x480 display or keep it at its original aspect).

    Other than this, I'm not quite sure what else would relate to GPU scaling. Do integrated graphics have a GPU even? (I'm probably at risk of sounding like a moron here.)
  3. In Topic: I think I may have a dodgy graphics problem

    16 July 2014 - 08:51 AM

    View Postwinterhell, on 16 July 2014 - 05:22 AM, said:

    It looks like there is bilinear filtering on the whole image after it has been produced big pixelated( as opposed to 320x240 being bilinear stretched 400%)
    "Produced big pixelated"? Not sure if I quite get you. :S

    Quote

    In Fusion you set the fullscreen resolution to 1440x1080, correct? Do Intel drivers have an option for "no scale"? On nvidia you can choose the scaling mode between no scale, keep aspect ratio and full stretch.
    No, like I said I set fullscreen resolution to 1920x1080, matching my desktop. I just have "Fixed Aspect (Fit)" enabled in the options to get the proper aspect ratio (for the record, it's no better when stretched to fill the whole screen - still misplaced pixels).

    I prefer to not use different resolutions as the long wait time for the monitor to spring back to life after each resolution change is aggravating enough.
  4. In Topic: Replacing the CD tracks in an ISO/BIN/IMG/CUE

    11 April 2014 - 12:15 PM

    Problem is, if you're intending to convert your game to EBOOT format afterwards, you need to find a conversion tool that's capable of handling external audio files, as well as one that understands ATRAC3.

    I too had been hoping more research and work would be done on the newer PSX EBOOT formats with the compressed audio, but I'd imagine that most people have lost interest because "PSP iz old lolz" and they tend to just play the games on their Android devices these days.
  5. In Topic: Another team, another new odd format

    06 January 2014 - 12:10 AM

    Just bumping this since it's been over a year now and I don't think anyone's really thought to look into this, nor do I see solutions elsewhere on the web.

    Anyone still interested in dissecting the format? The Mediafire link in my initial post still works, quite surprisingly.

Friends

MarzSyndrome hasn't added any friends yet.