gonetz / GLideN64

A new generation, open-source graphics plugin for N64 emulators.
Other
764 stars 175 forks source link

'Automatic' and 'Force Point-sampled' filtering modes #2305

Open modernretrocoder opened 4 years ago

modernretrocoder commented 4 years ago

GlideN64 forces Bilinear Filtering and doesn't seem to have the option to use 'Automatic' filtering or 'Force Point-sampled' filtering instead like in Glide64. Is there any way to apply these filters instead of applying either of the Bilinear filters or using the worse performing Glide64?

gonetz commented 4 years ago

GlideN64 forces Bilinear Filtering

No, it does not.

and doesn't seem to have the option to use 'Automatic' filtering or 'Force Point-sampled' filtering

It always uses 'Automatic' - that is it filters textures which intended to be filtered.

Is there any way to apply these filters instead

GlideN64 has no 'Force Point-sampled' mode.

modernretrocoder commented 4 years ago

It seems I may be a bit confused. The GlideN64 Settings Window makes it seem that you have to have 'Standard' or 'N64-style 3 point' Bilinear Filtering at all times, is there a way to turn this off then? Why does GlideN64 not have an optional 'Force Point-sampled' mode like Glide64, may I ask?

gonetz commented 4 years ago

The GlideN64 Settings Window makes it seem that you have to have 'Standard' or 'N64-style 3 point' Bilinear Filtering at all times, is there a way to turn this off then?

This option allows you to switch between standard 4 point bi-linear filtering and 3 point one, which is implemented in N64 hardware. It is matter of taste, which one to choose. 3 point filtering is implemented for authentic look of filtered textures.

Filtering method option does not mean that all textures will be filtered. It means, that if texture should be filtered it will be filtered using selected filtering method. The game itself controls which textures should be filtered and which are not. There is no user options to control it.

Why does GlideN64 not have an optional 'Force Point-sampled' mode like Glide64, may I ask?

Because I don't think that it is necessary.

modernretrocoder commented 4 years ago

I think it would be necessary to make it the best graphics plugin for Project64, I actually think the older Glide64 Final plugin is better than GlideN64 for this very reason, filter options. You already implemented 'Force Point-sampled' mode in Glide64 and it worked beautifully (so too did 'Force Bilinear' mode). However, GlideN64 does seem to be more accurate than Glide64, with less visual glitches, which is why it pains me to have to use Glide64 over GlideN64 because of the lack of a 'Force Point-Sampled' mode. I'm looking to play Paper Mario and I love how the game looks when completely unfiltered and I know theres quite a lot of other people who do too. I would truly appriciate it if you provided this as an option once again, even if it is a simple implementation and completely optional, it would make this plugin so much better than it already is.

gonetz commented 4 years ago

I'm looking to play Paper Mario and I love how the game looks when completely unfiltered

If you like pixelated graphics, may be it is better to use native res option and get the game as close to original as possible? Paper Mario looks very crisp in that mode.

mcbpete commented 4 years ago

Did GlideN64 previously have a post-processed full screen blurring/anti-alias effect? My memory could be completely wrong but I seem to remember setting it to the n64 native resolution (through stretched/'up-scaled' to 1290 x 960 (in 4x3)) and the image being slightly softer (almost like viewing it through a TV) rather than the (albeit completely accurate) visible jaggies?