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Reply 140 of 733, by Ant_222

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Taiyoumaru wrote:

So in essence how much screen a game can take also depends on its original maximum resolution, which means games with different resolutions would occupy varying amounts of space on the screen.

In pixel-prefect mode, yes.

By that code it also looks like game would never occupy the great majority of my screen (I was hoping for something 90%+), so I guess I'll have to settle for the few artifacts with a stretched resolution using the upcoming options.

Well, 320x200 ones scale up very well:

1680x1050: 320x200->4x5->1280x1000
1920x1200: 320x200->5x6->1600x1200 (ideal)

Thanks for the patience with my silly questions.

Those are good questions.

Reply 143 of 733, by Yesterplay80

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James-F wrote:

But me likey big square pixels...

Most of us do, I think! 😀 Though I must admit, some of those screens look very impressive. As long as it's a feature and not mandatory, I would like to see it in DOSBox.

My full-featured DOSBox SVN builds for Windows & Linux: Vanilla DOSBox and DOSBox ECE (Google Drive Mirror)

Reply 144 of 733, by Taiyoumaru

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As long as it's a feature and not mandatory, I would like to see it in DOSBox.

Well it's just an extra image enhancing filter, would be very hard for it to be mandatory. I think there's a dosbox version with it implemented on their sourceforge page, but obviously the dream would be for it to be integrated in the main branch. Ofc there's a dedicated thread for this on this board, so most of the discussion happens there. My desire here was for ant_man's pixel perfect and near pixel perfect scaling to also support the xBRz filter, particularly the higher X's since they look the best, but that I think requires a lot of work and most likely requires xBRz to be at least added to the main branch I guess.

Reply 145 of 733, by Ant_222

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Taiyoumaru wrote:

My desire here was for ant_man's pixel perfect and near pixel perfect scaling to also support the xBRz filter, particularly the higher X's since they look the best

No need to implement xBRz on top of my simple scalers. xBRz can be added to DOSBox as an independent feature so that one can use one of my scalers or xBRz. There is no advantage to applying xBRz to a perfectly upscaled image, while applying it to an interpolated image will produce garbage. xBRz must work directly with the source pixels.

Reply 146 of 733, by Taiyoumaru

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There is no advantage to applying xBRz to a perfectly upscaled image, while applying it to an interpolated image will produce garbage. xBRz must work directly with the source pixels.

This is where I need to read up on the basics more heh. Ultimately what I wanted was an image that scaled to most if not all of my screen, that was filtered to look like xBRz but that also had the least possible image distortions. Thanks for enlightening me.

Reply 147 of 733, by Ant_222

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Taiyoumaru wrote:

This is where I need to read up on the basics more heh. Ultimately what I wanted was an image that scaled to most if not all of my screen,

It depends on what you understand by scaled, because overlay, openglnb, and overlaypp will adapt to any display, each in its own way, though.

that was filtered to look like xBRz but that also had the least possible image distortions.

You can't eat the cake and still have it. xBRz, as well as any interpolation, must needs create distortion to fit the original image into non-commensurable display dimensions—and I am rather a purist preferring vinyl clicks and tape hiss to the artefacts of noise removal in music, and incomplete magnification to the artefacts of interpolation in DOS games.

Attached are examples of my algorithm at work with three settings of sharpness. A sharpness of 100% corresponds to nearest-neighbor interpolation so I have omitted it. The difference is easily noticeable at 1:1 scale.

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  • np-sharpness-66.png
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    sharpness=66
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  • np-sharpness-33.png
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    sharpness=33
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    Fair use/fair dealing exception
  • np-sharpness-00.png
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    sharpness=0
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Reply 148 of 733, by KainXVIII

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One feature request - is it possible to make pixel-perfect scaling with opengl output? You know, to make Steam overlay working with dos games, take pixel-perfect screenshots etc. 😎

Reply 149 of 733, by Ant_222

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KainXVIII wrote:

One feature request - is it possible to make pixel-perfect scaling with opengl output?

Yes, if need be. But I think that the native SDL surface is the best because available on all platforms without additional libraries.

You know, to make Steam overlay working with dos games,

What is that?

take pixel-perfect screenshots etc. :cool:

All the sreenshots I have shown in this thread I took by pressing PrintScreen from DOSBox running in fullscreen with overlay(pp) output. Or do your mean screenshots in the native (1:1) scale? Then I suggest

output=surface

.

Reply 150 of 733, by KainXVIII

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You can't make screenshots in Steam if dosbox output is not set to opengl or direct3d (ykhwong build)
Like this http://steamcommunity.com/id/KainXVIII/screen … &view=imagewall
Dos games that are sold in Steam are pre-configured with dosbox output set to overlay or surface (with often ancient dosbox builds), not all, some even have SVN builds, so i overwrite their dosbox with near latest ykhwong build (set to direct3d) to make screenshots (for future generations, of course 😎 ). But your pixel-perfect scaling is only working with overlay output, so i can't make it work with Steam.

Last edited by KainXVIII on 2016-09-17, 09:19. Edited 2 times in total.

Reply 151 of 733, by Ant_222

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Uploaded a win32 build of alpha 4. As always, fail not to read the included readme file. Edit: Once the scaling algorithms work satisfactorily, I shall work to make pixel-perfect work in windowed mode and my whole patch with non-standard color depths (e.g. s3 machine).

Reply 153 of 733, by KainXVIII

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All the sreenshots I have shown in this thread I took by pressing PrintScreen from DOSBox running in fullscreen with overlay(pp) output. Or do your mean screenshots in the native (1:1) scale? Then I suggest

I mean that you can post screenshots in Steam (on facebook-like wall or database, for comments, likes etc.) only for games that you bought in their store and that are only taken with their built-in screenshot capture tool (in steam client by pressing f12), you can't just push printscreen button and upload random screenshots for any game (to prevent porn spam?). And that built-in screenshot capture tool only work with direct3d or opengl games (or dosbox output). Sorry for poor english skillz, i tried to explain as much as i can 😕
PS - thanks for new update! Looking forward for new svn build with it + nuked opl 😊

Reply 154 of 733, by Ant_222

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KainXVIII wrote:

I mean that you can post screenshots in Steam (on facebook-like wall or database, for comments, likes etc.) only for games that you bought in their store and that are only taken with their built-in screenshot capture tool (in steam client you pressing f12), you can't just push printscreen button and upload random screenshots for any game (to prevent porn spam?). And that built-in screenshot capture tool only work with direct3d or opengl games (or dosbox output).

I didn't understand you because I have never used Steam. I shall have to ponder it carefully. From the design perspective, a scaling algorithm should either be supported with one output type that works universally or with all of them—otherwise it won't be beautiful. And going the latter road will require additional work in implementing it without code duplication. Could you bring it up on Steam forums and ask if they would add screen capture support for the native SDL output?

Sorry for poor english skillz, i tried to explain as much as i can :confused:

Mine English seemeth naught better than thine.

Reply 157 of 733, by KainXVIII

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Ant_222 wrote:
lightmaster wrote:

openglnb works for steam here.

But it is not pixel-perfect.

Yeah, so i use something like overlaynp (near-perfect) with dosbox ykhwong build.

Could you bring it up on Steam forums and ask if they would add screen capture support for the native SDL output?

I don't think that they care about that minuscule problem, they need to sell bigger games, but thanks for answer!

Reply 158 of 733, by Ant_222

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KainXVIII wrote:
Ant_222 wrote:
lightmaster wrote:

openglnb works for steam here.

But it is not pixel-perfect.

Yeah, so i use something like overlaynp (near-perfect) with dosbox ykhwong build.

overlaynp is not pixel-perfect either, only overlaypp is :-)

Could you bring it up on Steam forums and ask if they would add screen capture support for the native SDL output?

I don't think that they care about that minuscule problem, they need to sell bigger games, but thanks for answer!

Well, trying can't hurt, especially in comparison with implementing the patch for all output types...