Re: HD mode 7
Posted: Thu Apr 18, 2019 2:40 pm
I could swear I saw this option for hi-res mode7 on the first versions of zsnes, but I'm certainly not understanding what this is all about 
The way it works is you originally had a 256x240 output, right? So to get to 1024x960, we generate 4x4 output pixels where there was only one pixel (1x1) originally. We pick the values of those 16 pixels by interpolating along the X/Y axis and the A/B/C/D mode 7 parameters for either the most immediately scanlines (no 3D perspective) or the first and last mode 7 scanlines (3D perspective.)Surely actual texture filtering would be way faster than rendering at 16x and downsampling.
Try my official release.Also, neither bsnes_hm7_b2.exe nor bsnes_hm7_b1.exe works on my computer.
I can't speak for other emudevs, but in my case ... I frankly didn't know the results would look this good.[1:46 AM] Quantam: What is the reason bsnes' HD mode 7 took so long to implement? Hasn't this kind of thing been implemented in PSX and other emulators for many years?
Yeah, I need to post an article with screenshot comparisons. The difference is truly night and day. bsnes already had hires mode 7 as well. It's not impressive in the least, unfortunately.I could swear I saw this option for hi-res mode7 on the first versions of zsnes, but I'm certainly not understanding what this is all about :P
I'm not familiar with this ... assumed Snes9X was the same kind of horizontal sampling precision increase.This high-resolution mode 7 only make sense for games who shrink the image. Those who zoom in the image are better with good-old SNES9x's bi-linear mode 7 feature, already implemented decades ago. Ideally a "perfect" emulator would allow both simultaneously.
Yeah, bsnes is very much off-brand for me. The key point of bsnes though is that you can turn off every last enhancement and get higan's level of obsessive accuracy if that's your dig. bsnes is about options and having fun.[4:05 AM] koitsu: a large percentage of bsnes/higan's user base is about "true accuracy", which that enhancement certainly is not
I don't think I agree. When magnified, you can still get better defined edges of the large texel squares, and that's worthwhile.Bregalad wrote:This high-resolution mode 7 only make sense for games who shrink the image.
SNES9x 1.42 has a bilinear Mode7 feature (in addition to its bilinear OpenGL output driver) that was removed somewhere before 1.52.byuu wrote:I'm not familiar with this ... assumed Snes9X was the same kind of horizontal sampling precision increase.
Can someone show me some examples of this versus bsnes' hires mode 7, and explain the technical details?
Just to rephrase this more simply, if that was too jargonny:rainwarrior wrote:Though on the subject of oversampling when minified, maybe consider doing this at the texel lookup level (like a modern GPU would, e.g. mipmaps or anisotropic filtering) rather than generating a high resolution image then downsampling.
Wouldn't that require you to do the downsampling operation on the source image in order to obtain the desired mipmap? Alternately you could do it at load time instead of at render time, but the quality would be worse, and I'm not sure you'd save time because to be effective you'd need multiple mipmaps to fade between.rainwarrior wrote:Though on the subject of oversampling when minified, maybe consider doing this at the texel lookup level (like a modern GPU would, e.g. mipmaps or anisotropic filtering) rather than generating a high resolution image then downsampling.
Well, I tried to clarify what I was really suggesting in my followup post.93143 wrote:Wouldn't that require you to do the downsampling operation on the source image in order to obtain the desired mipmap? Alternately you could do it at load time instead of at render time, but the quality would be worse, and I'm not sure you'd save time because to be effective you'd need multiple mipmaps to fade between.
Modern GPUs use mipmapping because the multitexture can be prebaked.
On the one hand parts of the MSX standard is defined loosely on purpose so that makers could have some freedom in how to make their computers while software still being compatible with any MSX. On the other hand programmers didn't always follow the rules and relied on all sorts of assumptions that only works on certain MSX systems. And I guess 100% universal compatibility isn't realistic since there are so many little things that may turn out in unexpected behaviour on certain hardware, even though the software seems to be following all the rules. I'm not sure if anyone can expect bsnes level of accuracy on MSX unless you emulate every MSX model out there.byuu wrote: Hopefully this will go a ways toward showing that I can be reasonable about things, while also giving me more freedom to experiment with higan. And boy, higan is about to get weird with the next release. The MSX really broke every expectation for how my original bsnes project worked. I don't expect anyone will like it; it'll very much be avant garde.
Still doesn't work for me...creaothceann wrote:new version: https://www.reddit.com/r/emulation/comm ... idescreen/