skmp / reicast-emulator

Reicast was a multiplatform Sega Dreamcast emulator
https://reicast.emudev.org
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guilty gear X square shaped cuts on the battle scene #1473

Open spielvan opened 5 years ago

spielvan commented 5 years ago

The game works perfectly, only has this bug in the graphic that it seems that the image was cut in squares, MVC2 has a similar bug, but in his case it would be only the character that has lines of cuts.

https://3.bp.blogspot.com/-zIQA4drFVcY/XBPGRvqDM9I/AAAAAAAADVE/NeoDaSUrIdM91tkOG2UiKjNNyC_o25JNQCLcBGAs/s1600/Screenshot_2018-12-13-20-58-48.png

flyinghead commented 5 years ago

These are artifacts resulting from upscaling from 640x480 (or 320x240) up to whatever resolution your device uses. These games were not designed to run at a higher resolution than their native one. When upscaling, gaps may appear between textures that would normally be perfectly adjacent at the normal resolution.

One work-around is to run at 640x480 but I don't think there's such an option with the Android version.

dmiller423 commented 5 years ago

I believe other emulators have worked around this issue by using subpixel coords, basically just adding +.5 to the sprites further x,y values manually or in the shader.

spielvan commented 5 years ago

Estes são artefatos resultantes do upscaling de 640x480 (ou 320x240) até a resolução que o seu dispositivo usa. Esses jogos não foram projetados para serem executados em uma resolução mais alta que a sua nativa. Quando upscaling, os espaços podem aparecer entre texturas que normalmente seriam perfeitamente adjacentes na resolução normal.

Uma alternativa é rodar a 640x480, mas não acho que exista essa opção com a versão para Android.

spielvan commented 5 years ago

In the case of PPSSPP has an option 1 psp, 2 psp, 3 psp, 4 psp and 5 psp, there are games that I need to leave in 1 PSP, if I put 2 PSP or more, it happens cuts equal to this in graph, in the build version of master of reicast, has an option for crt 640x480), who knows if there was an option to reduce the graphic a lot of these graphical problems a little and also the fps drops were solved.

MrPsyMan commented 5 years ago

Another workaround is to scale using integer multipliers (x2, x3, x4). Of course this results in black borders when the screen is not filled.

spielvan commented 5 years ago

Another workaround is to scale using integer multipliers (x2, x3, x4). Of course this results in black borders when the screen is not filled.

in the case of PPSSPP it can work in 1x, 2x, 3x, 4x and 5x and eliminate the black edges, forcing full scream, in the 1x is the same quality of connecting a PSP in the standard RCA cable television of the PSP.

baka0815 commented 5 years ago

Why was this closed? This could be a good thing to implement, no?