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2x resolution mode

Posted: Wed Jun 17, 2020 4:09 pm
by MrSniffles
Are there any examples of what this looks like vs regular mode? I'm not entirely sure I know what I'm looking for, but I tried it briefly with Final Fight One and it looked identical to me.

Re: 2x resolution mode

Posted: Wed Jun 17, 2020 4:45 pm
by softtest9
From the readme:

"Improved rendering resolution for:

Affine background: "Mode7" games, typically racing games like Mario Kart
Affine sprites: games that scale or rotate sprites"

So basically this sounds like the "HD mode" that mgba and bsnes have. Most games don't use any scaling and should thus look identical. However I tried it out with Golden Sun and the world map looks gorgeous with the backgrounds set to 2x. It removes a lot of the shimmering/unevenness when graphics are scaled by the GBA hardware.

Re: 2x resolution mode

Posted: Wed Jun 17, 2020 4:55 pm
by MrSniffles
Ahhh! Wow, yeah, really noticeable on Mario Kart! Thanks for that 👍

Re: 2x resolution mode

Posted: Wed Jun 17, 2020 6:14 pm
by FPGAzumSpass
The background improves mostly in those racing games that don't use bitmap mode/polygons and some other games with rotoscaled background.

Scaled and rotated sprites are by far more common.

Often one would not realize the difference without switching between both, as it doesn't look unnatural in higher resolution.
You probably notice it when you used it a bit and go back to the not-improved version.

Re: 2x resolution mode

Posted: Wed Jun 17, 2020 7:50 pm
by siskavard
The scale filters don't show up with the new modes.

Re: 2x resolution mode

Posted: Wed Jun 17, 2020 8:17 pm
by Sigismond0
They do, but just at 1/2 of their normal size.

Re: 2x resolution mode

Posted: Wed Jun 17, 2020 9:42 pm
by siskavard
oh, haha!

Re: 2x resolution mode

Posted: Thu Jun 18, 2020 4:32 am
by FPGAzumSpass
Yes, unfortunatly you need a high resolution now for something like the lcd filters.
Gamma filters do indeed not work currently.

Keep in mind that you can turn the new feature off for games that don't use it and still use all the old features.
It's unfortunate, but we probably have to live with the fact that the mode must be adjusted on a game by game basis, or leave it always off.

Re: 2x resolution mode

Posted: Thu Jun 18, 2020 6:04 pm
by belgarcat
I’ve tested Gadget Racers and it looks great! Thanks for you work

Re: 2x resolution mode

Posted: Fri Jun 19, 2020 2:51 am
by Keith Stack
2x res looks awesome on games with lots of sprite rotation, like Sonic Advance.

9CQMM7n.png
9CQMM7n.png (394.87 KiB) Viewed 9588 times

Beautiful!

Re: 2x resolution mode

Posted: Sat Jun 20, 2020 12:54 pm
by softtest9
Wow, I never even thought of it affecting Sonic Advance. Very cool.

Re: 2x resolution mode

Posted: Sun Jun 21, 2020 7:45 pm
by Hectic
It seems that this enhancement does not work on 240p res. But would it be possible to take this and create a kind of SSAA filter for 240p res? Am I the only one who would like to see something like this filtering the zoom-out of certain Neo-Geo fighters?

Re: 2x resolution mode

Posted: Mon Jun 22, 2020 4:37 am
by FPGAzumSpass
Yes it only works over HDMI, added it to the readme.

Supersampling would work, but with the low resolution it doesn't work well as it gets very blurry. Made a comparison shot:

Re: 2x resolution mode

Posted: Mon Jun 22, 2020 10:51 am
by Hectic
FPGAzumSpass wrote: Mon Jun 22, 2020 4:37 am Yes it only works over HDMI, added it to the readme.

Supersampling would work, but with the low resolution it doesn't work well as it gets very blurry. Made a comparison shot:
Yes, thats what I mean but it shouldn't look like that. I've made my own SSAA version from your image. You can see a lil more detail in the lane divider line and in the barrier of the right side.
allmodes_b_.jpg
allmodes_b_.jpg (901.16 KiB) Viewed 9441 times
The sharpness effect sholdn't be there, just dont at that. ;P

Re: 2x resolution mode

Posted: Mon Jun 22, 2020 11:09 am
by FPGAzumSpass
In this case: please tell me what formula you used and maybe i can implement it.

My fomula was just a simple:
- add all 4 pixel
- divide by 4

Re: 2x resolution mode

Posted: Mon Jun 22, 2020 11:21 am
by Hectic
FPGAzumSpass wrote: Mon Jun 22, 2020 11:09 am In this case: please tell me what formula you used and maybe i can implement it.

My fomula was just a simple:
- add all 4 pixel
- divide by 4
lol ¯\_(ツ)_/¯ I've just taken the bottom-left frame, scale 25% (carefuly to be pixel-perfect) and then scale 400%...

Re: 2x resolution mode

Posted: Mon Jun 22, 2020 12:57 pm
by FPGAzumSpass
So the software you used does the effect. Probably something more sophisticated and maybe using more adjacent pixels than just the available 2x2 grid.

Without knowing the math behind, we only know that it would be possible to do it with unlimited ressources and random pixel access.
Question is, if there is a function that uses only the 2x2 oversampled pixels and also generate such a quality from it.

Re: 2x resolution mode

Posted: Mon Jun 22, 2020 1:20 pm
by mic_
My fomula was just a simple:
- add all 4 pixel
- divide by 4
I don't know if that would make any noticable difference, but would it be possible (with a reasonable effort) to take the fractional part of the rotation/scaling coordinates into account instead of giving all 4 pixels equal weight?

Re: 2x resolution mode

Posted: Mon Jun 22, 2020 2:53 pm
by FPGAzumSpass
That information is not available anymore, as the pixels are calculated at different time, especially for the sprites.