Ant_222 wrote:Your screenshot looks great, KainXVIII. The problem must be in my ancient PC.
From your other post, where you mention that you have 1680x1050 resolution on your screen, it might explain the video not showing in the correct ratio.
Ant_222 wrote:Your screenshot looks great, KainXVIII. The problem must be in my ancient PC.
Aideka wrote:Ant_222 wrote:Your screenshot looks great, KainXVIII. The problem must be in my ancient PC.
From your other post, where you mention that you have 1680x1050 resolution on your screen, it might explain the video not showing in the correct ratio.
KainXVIII wrote:Ant_222 wrote:KainXVIII wrote:That at 100% zoom set in the browser your video has dimensions other than a multiple of the original and is blurry.
Hmm, are you sure that video quality is set to 1080p/60fps? And of course youtube encoder will add some blur (but not that much)
KainXVIII wrote:Well, obviously you can't judge by youtube screenshots.
Ant_222 wrote:KainXVIII wrote:Well, obviously you can't judge by youtube screenshots.
Maybe if you set 100% zoom in the browser and activate fullscreen mode in youtube, the video will be shown in its native 1080p?
KainXVIII wrote:Is it me or image looks like slightly squished (like when aspect ratio=false in normal dosbox builds)
Ant_222 wrote:KainXVIII wrote:Is it me or image looks like slightly squished (like when aspect ratio=false in normal dosbox builds)
This is a 320x200 image scaled to 5x5 without aspect-ratio correction. Have you noticed in readme.txt that the latest "pixel-perfect" build respects the ratio setting, so you should probably set it to true? That failing, tell me the game.
KainXVIII wrote:Its Jagged Alliance btw
KainXVIII wrote:now it looks perfect
(if you don't mind black bars) :cool:
Ant_222 wrote:Uploading a little modification that implementents, independently of the hard-coded normal scalers, the lossy interpolative scaling technique that is in favour with many gamers (see here, here, and here):To activate it, simply use the overlay output in fullscreen and with scaler=none (see readme.txt).
- upscale the image in a pixel-perfect manner so that its dimensions exceed those of the display,
- let the built-in bilinear interpolation downscale it back to the target dimensions and aspect ratio.
The source needs some clean-up so I will attach it to the title post later. I still need advice on the preferred interface to these new scaling modes from the config file.
VileRancour wrote:the pixel-perfect option only respects aspect correction *if* the resulting image fits in the desktop resolution - otherwise it falls back to an uncorrected aspect. Is that correct?
is there a good reason for making this work with overlay, and overlay only?
Because I'm seeing a couple of problems with that:
1. The result depends quite a bit on the environment (hardware, drivers, OS). In my case, the new ('overlay') method doesn't apply built-in(?) bilinear interpolation when the image is scaled back down to the target dimensions. Rather it's nearest-neighbor, so the result is identical to openglnb with its uneven pixels.
2. Apparently not all surfaces can be scaled this way. With machine=vgaonly (which IIRC renders at a different color depth than e.g. svga_s3) there is no upscaling at all.
P.S.- please consider dedicating a new output= string value to the second method instead of reusing the existing "overlay", since modifying existing behavior is less likely to see a patch in mainline. Say "overlaynpp" ('near-pixel-perfect') or whatever.
KainXVIII wrote:Thanks, interesting update, but it gives me tiny vertical line on the right side of screen (is it normal?)
Ant_222 wrote:What were the resolutions of the game and of your desktop? It is simply impossible to have pixel-perfect aspect correction if the native desktop resolution is not high enough. For example—the standard 640x400 textmode on a 1680x1050 monitor can only be upscaled by a factor of two without aspect correction.
Could you please post an unmodified screenshot of this in the .gif or .png format? Are there any platform-independent surfaces where one can rely on bilinear scaling? If not, it must be implemented manually.
Indeed. Although my algorithm does not depend on machine, DOSBox seems quietly to fall back to surface with vgaonly. Does anybody know why? I shall have to investigate.
Yes, that is why I have requested advice on this from those responsible for accepting patches, but meseems we should determine whether we can get away with a single output type, for the structure of the corresponding config options will depend on that. If not overaly, it will have to be surface with a manually implemented bilinear downscaling.
May I ask you to post a screenshot demonstrating the problem?Ant_222 wrote:Then it should be corrected:VileRancour wrote:320x200 and 1280x1024 respectively. I'm well aware that I'd need 1600x1200 for pixel-perfect scaling with aspect correction, just wanted to make sure that I'm seeing a deliberate fallback (i.e. that it wasn't just ignoring aspect= altogether, or anything like that).Ant_222 wrote:What were the resolutions of the game and of your desktop? It is simply impossible to have pixel-perfect aspect correction if the native desktop resolution is not high enough. For example—the standard 640x400 textmode on a 1680x1050 monitor can only be upscaled by a factor of two without aspect correction.If it is not the case for you I have a bug.
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320x200 * 4x5 = 1280x1000
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