VOGONS


VIDEO Patch for pixel-perfect scaling (SDL1)

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Reply 300 of 733, by KainXVIII

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Ant_222 wrote:
KainXVIII wrote:

Something new?

Yes, it looks as though DOSBox's VGA emulator gives me this PAR of 1.169, and my patch has nothing to do with it. I will add the same logging to a clean SVN version and check again, ok? If my suspicions be confirmed, I shall ask the core developers.

Ok.

Reply 301 of 733, by Ant_222

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Attached is the SVN version with logging.

Reply 302 of 733, by Great Dragon

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Does this build support pixel shaders?
It doesn't support Direct3D for I can't use shaders from yhkwong (Daum) build. But what about OpenGL?
Can I use these https://github.com/duganchen/dosbox_shaders or libretro GLSL?

Reply 303 of 733, by KainXVIII

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Ant_222 wrote:

Attached is the SVN version with logging.

1.200 for Norton Commander
1.169 for Knights of Xentar

Reply 304 of 733, by Ant_222

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Great Dragon wrote:

Does this build support pixel shaders?
It doesn't support Direct3D for I can't use shaders from yhkwong (Daum) build. But what about OpenGL?
Can I use these https://github.com/duganchen/dosbox_shaders or libretro GLSL?

My patch has nothing to do with any of this. It only adds a software-processing layer to the surface output, which upscales the image horizontally and vertically by integer factors so as to preserve the original pixels as ideally sharp squares or rectangles, depending of the aspect ratio. Edit: There is also a nearest-neighbor mode (surfacenb) and a "near-perfect" mode (surfacenp), which emulates the oversample-downscale technique but is somewhat slow.

Last edited by Ant_222 on 2017-02-06, 09:51. Edited 1 time in total.

Reply 305 of 733, by Ant_222

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KainXVIII wrote:
Ant_222 wrote:

Attached is the SVN version with logging.

1.200 for Norton Commander
1.169 for Knights of Xentar

Thank you. I will create another thread about it.

Reply 306 of 733, by Great Dragon

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Ant_222 wrote:

My patch has nothing to do with any of this.

Sorry my bad. I thought it's official DosBox ECE thread.

Reply 307 of 733, by Sarcophagist

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I just tried this patch for the first time. Most games look excellent. The only exception so far being Jazz Jackrabbit. For some weird reason it sports a 320x199 resolution during gameplay, which 1.02 aspect ratio tricks DosBox into 5x5 scaling instead of 4x5.

Reply 308 of 733, by Ant_222

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Sarcophagist wrote:

I just tried this patch for the first time. Most games look excellent.

My pleasure!

The only exception so far being Jazz Jackrabbit. For some weird reason it sports a 320x199 resolution during gameplay, which 1.02 aspect ratio tricks DosBox into 5x5 scaling instead of 4x5.

Confirmed in this post.
Edit: To clarify—testing has showed that the strange resolution and aspect ratio are calculated by the standard DOSBox graphics engine, and then passed to the software scaler implemented in the patch.

Last edited by Ant_222 on 2017-04-02, 14:32. Edited 1 time in total.

Reply 309 of 733, by Ant_222

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Upon my request the whole thread has just been moved to the Patches section. Thank you, Qbix.

Reply 310 of 733, by KainXVIII

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Ravenloft: Stone Prophet testing (sadly, scaling is not so great with 1080p monitor and 320x400 game resolution, in result = game screen is somewhat tiny)

The attachment prophet1.png is no longer available

And this is how game looks with surface-collapse-dbl=true, just for fun 😎 ("lowres", unreadable font, but game screen scaled much better)

The attachment Prophet.png is no longer available

Reply 311 of 733, by KainXVIII

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Also, is it me or fade to black effects with surfacenp has no more slowdowns?? At least in VGA games..

Reply 312 of 733, by Ant_222

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KainXVIII wrote:

And this is how game looks with surface-collapse-dbl=true, just for fun :cool: ("lowres", unreadable font, but game screen scaled much better)

It may be either that the game cannot work with surface-collapse-dbl (its pixel rows are not always doubled) or a bug in my patch. I will check it.

Also, is it me or fade to black effects with surfacenp has no more slowdowns?? At least in VGA games..

I don't think I have managed to improve the performance of surfacenp.

Reply 313 of 733, by KainXVIII

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Ant_222 wrote:
KainXVIII wrote:

I don't think I have managed to improve the performance of surfacenp.

Yeah, maybe some software update on my side (nvidia drivers, windows 10 creator's update...)

Reply 314 of 733, by Ant_222

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Can you post the same screenshot with surfacepp at

windowresolution=original

and with no aspect correction?

Reply 315 of 733, by KainXVIII

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Ant_222 wrote:
Can you post the same screenshot with surfacepp at […]
Show full quote

Can you post the same screenshot with surfacepp at

windowresolution=original

and with no aspect correction?

Fullscreen

The attachment prophet2.png is no longer available

Windowed

The attachment prophet3.png is no longer available

Reply 316 of 733, by Ant_222

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I see. This game (at least its menu) cannot work with surface-collapse-dbl because its actual vertical resolution is 400 pixels, not 200.

Reply 317 of 733, by KainXVIII

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Ant_222 wrote:

I see. This game (at least its menu) cannot work with surface-collapse-dbl because its actual vertical resolution is 400 pixels, not 200.

So nothing wrong with it? =)

Reply 318 of 733, by PhilsComputerLab

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Ant_222 could be so kind and briefly explain how this project works? The gist of it?

My understanding and experiments led to 1600 x 1200 being the pixel perfect resolution to display 320 x 200 games in 4:3 aspect ratio. I'm just wondering what I'm missing here.

YouTube, Facebook, Website

Reply 319 of 733, by Ant_222

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PhilsComputerLab wrote:

My understanding and experiments led to 1600 x 1200 being the pixel perfect resolution to display 320 x 200 games in 4:3 aspect ratio. I'm just wondering what I'm missing here.

That is correct for 320 x 200 games with the 5:6 pixel aspect raio. My patch should give this result with a 1600 x 1200 monitor. If it does not, post the game, a screenshot, and the relevant fragment of the config file.