Open ko81e24wy opened 2 years ago
If the background is truly pre-rendered 2d the internal resolution scaling would not be expected to have any effect on it as there is no additional information that can be regained by upscaling. You'd need either a remastered texture at a higher resolution or to use something like AI super resolution to increase.
Are you saying that the scaling has no effect on the 3d objects either? Can you add some screenshots at different scales for comparison?
If the background is truly pre-rendered 2d the internal resolution scaling would not be expected to have any effect on it as there is no additional information that can be regained by upscaling. You'd need either a remastered texture at a higher resolution or to use something like AI super resolution to increase.
Are you saying that the scaling has no effect on the 3d objects either? Can you add some screenshots at different scales for comparison?
Update,seems the scaling take effect on the texture,but the aliasing still there.
Thanks, unless I'm missing something, this is what I'd expect. There's currently no way to upscale textures to higher resolutions, so it just takes the original texture and stretches it.
I'd suggest changing this from a bug to a feature request to investigate super-resolution image enhancement for textures.
I think texture fliter is good enough.
I think texture fliter is good enough.
Filters are already specified by the game and blindly overriding mag filters doesn't strike me as a good idea. There will be cases where the filter selection is important (e.g., if the texture is being used to modulate something else and not actually for display). You can look at the pgraph trace output and see what filter this game is using, it's possible that it's trying to use something that isn't implemented, but it's quite possibly just an issue of the texture being magnified many times larger than it was ever intended to be.
I think texture fliter is good enough.
Filters are already specified by the game and blindly overriding mag filters doesn't strike me as a good idea. There will be cases where the filter selection is important (e.g., if the texture is being used to modulate something else and not actually for display). You can look at the pgraph trace output and see what filter this game is using, it's possible that it's trying to use something that isn't implemented, but it's quite possibly just an issue of the texture being magnified many times larger than it was ever intended to be.
emmm,its a little hard for me to understand... Do you mean close this issue and open a new a feature request?
I think texture fliter is good enough.
Filters are already specified by the game and blindly overriding mag filters doesn't strike me as a good idea. There will be cases where the filter selection is important (e.g., if the texture is being used to modulate something else and not actually for display). You can look at the pgraph trace output and see what filter this game is using, it's possible that it's trying to use something that isn't implemented, but it's quite possibly just an issue of the texture being magnified many times larger than it was ever intended to be.
emmm,its a little hard for me to understand... Do you mean close this issue and open a new a feature request?
No, you can keep this open, please just change the title to "Genma Onimusha: 2d backgrounds are not improved by increasing res scale." so it's clear that only the backgrounds are problematic.
Then @mborgerson can change the label from "bug" to "enhancement" as I don't think anybody else can modify labels.
I think texture fliter is good enough.
Filters are already specified by the game and blindly overriding mag filters doesn't strike me as a good idea. There will be cases where the filter selection is important (e.g., if the texture is being used to modulate something else and not actually for display). You can look at the pgraph trace output and see what filter this game is using, it's possible that it's trying to use something that isn't implemented, but it's quite possibly just an issue of the texture being magnified many times larger than it was ever intended to be.
emmm,its a little hard for me to understand... Do you mean close this issue and open a new a feature request?
No, you can keep this open, please just change the title to "Genma Onimusha: 2d backgrounds are not improved by increasing res scale." so it's clear that only the backgrounds are problematic.
Then @mborgerson can change the label from "bug" to "enhancement" as I don't think anybody else can modify labels.
Gotcha,but the issue is still there,I mean res scale takes no effect on the 3D model in this game.Seems we are talking about different things.(⊙﹏⊙)
Is this even a bug? The 3D model does look upscaled based on the screenshots and as per earlier discussions the 2D background is likely from source. Some sort of user-specified override filters may help but does not look like a bug to me.
Looking at the 4X scaled Xemu screenshot specifically, the player model indeed does not look like it's upscaled at all - it's still aliased as if it's internally running at 480p - hence why it just looks like the first (native Xbox res) screenshot blown up.
The CXBX-Reloaded screenshot is purely for comparison of what an internal resolution uplift should look like... or, so I imagine.
Just to make the case clearer: this is how they look on my end with a 4X scale, as indicated in the associated screencap of Xemu's graphics settings
The HUD and backgrounds are 2D and will look like that regardless; it's just the character models themselves (player, enemies, NPCs) that aren't as sharp as they should be in another fully 3D game.
Confirming this issue is still active since it's been a while, 3D models (ie characters, treasure chests, jars, ect) still do not render at the proper resolution when increasing internal resolution scale.
(Screenshots are with xemu v0.7.132, at 4x render scaling / 4k. Note the heavy aliasing on the edges of the 3D models, that's what this issue is in reference to since there seemed to be some confusion higher up.)
Just commenting to give this a bit of a bump in hopes of it getting more attention, the entire reason I play on Emulators is for playing at higher resolution than on console. I've been playing Warlords on PCSX2 (where this issue isn't present, everything scales properly) but I'm immediately missing Genma's better visual fidelity and new content. Here's to hoping it gets fixed!
Title
https://xemu.app/titles/43430001/#Genma-Onimusha
Bug Description
res scale takes no effect on this game,its a 3D object + 2D background game. 1X 4X 4X on CXBX-R with depth issue
Expected Behavior
res scale should work as other game.
xemu Version
Version: 0.7.28 Branch: master Commit: 176b574403e0f4a08bfb1f8ab58e0f819a45cf81 Date: Fri Jun 3 21:40:57 UTC 2022
System Information
CPU: Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz OS Platform: Windows OS Version: Windows Manufacturer: NVIDIA Corporation GPU Model: NVIDIA GeForce GTX 1080/PCIe/SSE2 Driver: 4.0.0 NVIDIA 512.59 Shader: 4.00 NVIDIA via Cg compiler
Additional Context
No response