Open NineKain opened 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...
There is no hurry, just something I'd really love, since I love user interfaces, and I love when they are crisp!
-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.
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?
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: Rogue Galaxy: Blood Will Tell: Shadow of Rome
As you can see, UI elements, icons, text, become ultra sharp and very crisp, instead of the blurry mess that is shown with bilinear.