slivercr wrote:Glad to hear the machine is working fine!
Thanks a lot 😀
slivercr wrote:Your reasons are not crazy at all. I mean, you built a whole machine to play these games so you actually GET to be picky about how you experience them. I was just genuinely curious, its been so long since I played these games outside ScummVM that I forgot the little details—maybe I should do a native installation soon and replay them? 😜
I have to say that I didn't bother for so long... I was just happy, I could finally play those games again. I can't even recall when or why it started to bother me. But I'd say, whenever you plan to revisit those games, then give DOSBox a try. Combined with a CRT and the corresponding sound hardware it is really a very cool trip down nostalgia lane 😀 If you ever do that I'd like to hear about your experience!
slivercr wrote:I'll be on the lookout for the pictures!
And I won't let you wait any longer 😀 The first set of comparison shoots! I always took a set of three and combined them into a larger image, unaltered of course. I used savegames to have identical images (except for characters with running animation sequences, but it should be OK).
The game's native resolution is 640x480. Back in late 1998 when the game was released, usually your CRT would display this resolution fullscreen without any issues (not like today, when displays can only support a single resolution without image quality loss...). As I said, my screenshots are unaltered, you have to increase the zoom to at least 200% to have a realistic perspective. Looking at tiny details like the paperwork on the secretary's desk, Manny in the third image, or hands and necks as well as all the borders of the characters in general really show the impact of the 4x RGSSAA. Manny in the fourth image is also a very good overall example of how great the game looks with it. With 4x RGSSAA applied you will quickly forget that this games runs in a 640x480 resolution!
From left to right, the configuration is: 3D hardware acceleration on, 4x RGSSAA on | 3D hardware acceleration on, no FSAA | Software rendering
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Note: Software rendering (right part of each image) is what "Grim Fandango Remastered" calls the classic mode which is a one of the many flaws of it. By the way, don't waste any money on that, even if it's on sale. I regret every cent I wasted on it. You cannot enable 3D acceleration in the classic renderer of "Grim Fandango Remastered". As everybody who played the original game on a system with compatible 3D accelerator knows: That is just wrong, you could of course do that in 1998 already. But maybe, if they had included it, most of the buyers would have complained that the buggy new renderer doesn't look that much better at all? 😉