Jazz Jackrabbit 2 with JJ2+ unofficial patch & widescreen-resolution issues

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Jazz Jackrabbit 2 with JJ2+ unofficial patch & widescreen-resolution issues

Postby Gagster » 2017-9-23 @ 22:57

Finally I'm able to run this game with integer scaling without bilinear filtering, thanks to dgVoodoo2 WIP37 (text-file edit the .conf-file).

The game originally had a max resolution of 640x480, but while using the unofficial Jazz Jackrabbit 2 Plus update, the resolution can be as high as 800x600. Since I'm currently using a 1080p monitor, I'm going with the tad lower widescreen-resolution that can be selected in JJ2+ at 720x480.

It does not seem like dgVoodoo2 like this odd resolution of 720x480; while the game looks as sharp as it can be at 640x480 while having the ImageScaleFactor at either 0 (max available on display) or at 2 with ForceNearestPointFilter equals to true, after selecting 720x480 in-game the image gets wider (as it should), but also it becomes kind of blurry.

This seems kind of odd, because if I go to the video menu in-game and switch back to 640x480, the image gets knife-sharp again with a 2x integer scale.
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Re: Jazz Jackrabbit 2 with JJ2+ unofficial patch & widescreen-resolution issues

Postby Zup » 2017-9-24 @ 06:57

I guess this won't help you, but... do you really go into 800x600? JJ2 don't scale sprites, so bigger resolutions means that everything is smaller but you see more playfield. IMHO, the best resolution to play it is 512x384 (supported by dgVoodoo2) that gives you a good balance between sprite size and playfield size.

About 720x480... are you using a flat panel? Althoug you configure dgVoodoo2 to do a integer scale, your panel may then upscale it to the native resolution giving you blurred picture.

BTW... anybody knows how can I get the 400x300 resolution? It seems that dgVoodoo2 doesn't tell the game that it can use that resolution...
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Re: Jazz Jackrabbit 2 with JJ2+ unofficial patch & widescreen-resolution issues

Postby ZellSF » 2017-9-24 @ 09:59

Works perfectly here. Remember dgVoodoo2 has different ScalingMode settings, default/centered/stretched all leave the scaling to your GPU and/or monitor. It could be that your GPU and/or monitor scales 1440x960 badly.
Gagster wrote: ImageScaleFactor at either 0 (max available on display) or at 2 with ForceNearestPointFilter equals to true

This makes no sense. Never do this. At best it will do nothing at worst it will give more scaling artifacts. Either do integer scaling (ImageScaleFactor) followed by a different scaling mode or do nearest point filtering scaling all the way.
Gagster wrote:Since I'm currently using a 1080p monitor, I'm going with the tad lower widescreen-resolution that can be selected in JJ2+ at 720x480.

You know that's not a widescreen resolution right? It's not 16:9 and it's even pretty far away from 16:10. It's almost a 4:3 resolution. Jazz Jackrabbit 2 Plus supports ANY resolution it can find below 800x600 so you really should go with a true 16:9 resolution: 800x450. You will lose the 30 pixels of vertical game area of course, but you'll gain 80 horizontal ones:
Jazz2 2017-09-24 12-42-09-13.png
640x360 is also nice on a 1080p monitor. Vertical size is small, but it's a perfect 3x integer scale (no scaling artifacts, at all) to 1920x1080:
Jazz2 2017-09-24 12-13-47-43.png

Zup wrote:BTW... anybody knows how can I get the 400x300 resolution? It seems that dgVoodoo2 doesn't tell the game that it can use that resolution...

Latest WIP has an advanced dgVoodoo.conf option for enumerating extra resolutions.
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Re: Jazz Jackrabbit 2 with JJ2+ unofficial patch & widescreen-resolution issues

Postby Gagster » 2017-9-24 @ 22:58

Works perfectly here. Remember dgVoodoo2 has different ScalingMode settings, default/centered/stretched all leave the scaling to your GPU and/or monitor. It could be that your GPU and/or monitor scales 1440x960 badly.


It might just be so; upping the res to 800x450 (while also adding that resolution to the new option "ExtraEnumeratedResolutions" and choosing that in-game) made the image sharp again. However, after playing a bit on the Jazz 2 expansion The Secret Files with a resolution higher than 640x480 made some of the pink gems on the very first level have broken graphics, so I switched back to 640x480 again. Then the very same gems turned normal again. Then the gems appeared broken if I turned the res anywhere higher than 640x480.

The game had a max res of 640x480 at the games release, so it seems that one may have to expect graphical oddities as a consequence when turning the res even higher (as far as I can tell).
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