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Progress on linear texture filtering
07-21-2014, 06:27 AM (This post was last modified: 07-21-2014 09:00 AM by Nightquaker.)
Post: #1
Progress on linear texture filtering
Hello there :3
It's well known that linear method of texture filtering affects 2D elements in games in not a good way, causing them to glitch out. And sometimes that issue is quite bothersome in games like Canabalt and Star Ocean series. Is there any progress on resolving that problem?
Also, might be a little bit off-topic, but I heard that newest revisions of emulator have improved texture scaling so it doesn't have caching issues, is that true?
Thanks :3

P.S. You can see texture filtering glitching out the text box and Yukari's face on a screenshot.


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07-24-2014, 01:56 PM
Post: #2
RE: Progress on linear texture filtering
didn't encounter that glitch on P3P while on Linear Tex. Filtering O.o


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Chill and Go with the flow ~d[o_o]b~

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07-24-2014, 04:32 PM (This post was last modified: 07-24-2014 04:38 PM by Nightquaker.)
Post: #3
RE: Progress on linear texture filtering
(07-24-2014 01:56 PM)cybercjt Wrote:  didn't encounter that glitch on P3P while on Linear Tex. Filtering O.o

The glitch happens when characters blink. As can be seen on a screenshot. The chat box on your screenshot seems to be fine, though.
It seems like you're using bicubic texture scaling, though, which makes all the 2D text look like crap, especially pixelated one. It rounds the edges where they shouldn't be rounded. However, texture scaling indeed does solve the problem I mentioned, but it's really bad solution to me, honestly.

My specs:
Phenom X3 8450 ~2.3GHz
PowerColor HD6850 1GB
4 gigs of DDR2-800 RAM
~400GB HDD
Windows 8.0 x64
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07-24-2014, 05:23 PM (This post was last modified: 07-24-2014 05:31 PM by cybercjt.)
Post: #4
RE: Progress on linear texture filtering
For scaling... I was using xBRZ and it was set to auto because it will cause some FPS drop on games that has FMV videos and for the bug actually I didn't encounter that weird line glitch as seen on the face and around the Dark Hour text as I observed the emulation when the blink starts.

Chill and Go with the flow ~d[o_o]b~

@YT - youtube.com/user/SuperHack333/videos

Specs:
MDL: Dell G7 15 7590 (Laptop)
OPS: Windows 10 Pro 64-bit
CPU: Intel Core i7-9750h @ 2.60 Ghz ~ 4.50 Ghz
GPU: Nvidia GTX 1660 Ti 6GB GDDR6 @ 1455 Mhz ~ 1590 Mhz
RAM: Micron Tech. 8GB DDR4 @ 2666 Mhz (4x2)
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07-24-2014, 05:58 PM
Post: #5
RE: Progress on linear texture filtering
(07-24-2014 05:23 PM)cybercjt Wrote:  For scaling... I was using xBRZ and it was set to auto because it will cause some FPS drop on games that has FMV videos and for the bug actually I didn't encounter that weird line glitch as seen on the face and around the Dark Hour text as I observed the emulation when the blink starts.

Well, yet again, the automatic xBRZ texture scaling did set the value high enough that it removed the issue with texture filtering. But it's still not a perfect solution, but seems like the only one at the moment.

My specs:
Phenom X3 8450 ~2.3GHz
PowerColor HD6850 1GB
4 gigs of DDR2-800 RAM
~400GB HDD
Windows 8.0 x64
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07-24-2014, 06:07 PM
Post: #6
RE: Progress on linear texture filtering
(07-24-2014 05:58 PM)Nightquaker Wrote:  
(07-24-2014 05:23 PM)cybercjt Wrote:  For scaling... I was using xBRZ and it was set to auto because it will cause some FPS drop on games that has FMV videos and for the bug actually I didn't encounter that weird line glitch as seen on the face and around the Dark Hour text as I observed the emulation when the blink starts.

Well, yet again, the automatic xBRZ texture scaling did set the value high enough that it removed the issue with texture filtering. But it's still not a perfect solution, but seems like the only one at the moment.

All that is left is for the devs to fix this glitch even if the upscaling is off.

Chill and Go with the flow ~d[o_o]b~

@YT - youtube.com/user/SuperHack333/videos

Specs:
MDL: Dell G7 15 7590 (Laptop)
OPS: Windows 10 Pro 64-bit
CPU: Intel Core i7-9750h @ 2.60 Ghz ~ 4.50 Ghz
GPU: Nvidia GTX 1660 Ti 6GB GDDR6 @ 1455 Mhz ~ 1590 Mhz
RAM: Micron Tech. 8GB DDR4 @ 2666 Mhz (4x2)
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07-27-2014, 01:45 AM
Post: #7
RE: Progress on linear texture filtering
(07-24-2014 06:07 PM)cybercjt Wrote:  
(07-24-2014 05:58 PM)Nightquaker Wrote:  
(07-24-2014 05:23 PM)cybercjt Wrote:  For scaling... I was using xBRZ and it was set to auto because it will cause some FPS drop on games that has FMV videos and for the bug actually I didn't encounter that weird line glitch as seen on the face and around the Dark Hour text as I observed the emulation when the blink starts.

Well, yet again, the automatic xBRZ texture scaling did set the value high enough that it removed the issue with texture filtering. But it's still not a perfect solution, but seems like the only one at the moment.

All that is left is for the devs to fix this glitch even if the upscaling is off.

Well, to be honest, playing at native resolution (1x) solves almost, if not all texture filtering problems. It makes the game generally look worse, though, so it's not the best solution either, but it works well.

My specs:
Phenom X3 8450 ~2.3GHz
PowerColor HD6850 1GB
4 gigs of DDR2-800 RAM
~400GB HDD
Windows 8.0 x64
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