PCSX2 / pcsx2

PCSX2 - The Playstation 2 Emulator
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[Feature Request]: Separate model texture filtering from sprite texture filtering #11478

Open NineKain opened 2 weeks ago

NineKain commented 2 weeks ago

Description

Bilinear filtering looks great on model textures, but not UI, sprites, and icons, and nearest looks great on UI and sprites, but looks bad on 3D models, its a win/lose situation on both cases, so why not do what Duckstation does?

image

It's a problem that's bugged me personally on PSX since I don't remember when, but at least nearest on PS1 doesnt look as bad (since the PS1 was designed with nearest in mind and did not support bilinear)

Reason

Make UI's crisp and clear without the need of HD texture packs or forcing the whole game to run as nearest

Examples

I attach some examples, this happens on every (almost) all PS2 games with any of the bilinear options.

Dual Hearts: image image Rogue Galaxy: image image Blood Will Tell: image image Shadow of Rome image image

As you can see, UI elements, icons, text, become ultra sharp and very crisp, instead of the blurry mess that is shown with bilinear.

refractionpcsx2 commented 2 weeks ago

The only problem with this request is a lot of downsampling (blur/post effects) are done with sprites, and they will require bilnear.

The GS doesn't have any "this is UI" specifiers or anything. I guess we could say if it's not currently a render target then do it, I guess...

NineKain commented 2 weeks ago

There is no hurry, just something I'd really love, since I love user interfaces, and I love when they are crisp!

stenzek commented 2 weeks ago

-1. Any heuristics here are going to be very unreliable and break things, just like the force bilinear mode.

You'd be better off patching the game to change the filter for the UI elements.