Yesterplay80 wrote:Unfortunately, that's normal because software scaling consumes massive amounts of CPU power.
Why can't OpenGL do this on the GPU?
Yesterplay80 wrote:Unfortunately, that's normal because software scaling consumes massive amounts of CPU power.
realnc wrote:Yesterplay80 wrote:Unfortunately, that's normal because software scaling consumes massive amounts of CPU power.
Why can't OpenGL do this on the GPU?
cambeiu wrote:I am very new to this, so please forgive me if the question is stupid.
For MT-32 support do I need to install MUNT just like I would with the regular DOSBOX or is the MT-32 support already build into the ECE version? And if it is, how do I enable/configure it?
mididevice = mt32
romdir = <directory path that contains your MT-32 ROMs>
Yesterplay80 wrote:A resolution of 800x600 could only be achieved by using TWO Voodoo 2 cards in SLI mode back in the days, a feature which isn't emulated in this patch, afaik.
Srandista wrote:Yesterplay80 wrote:A resolution of 800x600 could only be achieved by using TWO Voodoo 2 cards in SLI mode back in the days, a feature which isn't emulated in this patch, afaik.
No, two V2 in SLI could push the resolution to 1024x768. With one V2 in system, 800x600 is max resolution.
Can you please name an easily obtainable and runnable 640x480 game so that I can debug and fix the error? Angel devoid is 1.9 Gb monster.aardvark82 wrote:It's a constant behaviour with any 640x480 resolution game i've tested, but only when scaling to 960x720.
Yesterplay80, can you please check whether the bug persists the with the attached version of my patch?aardvark82 wrote:640x480 --> 960x720 surfacenp scaling is glitchy since ECE r4180.3
Bottom of the window doesn't update properly. Works fine on r4180.2 and older.
Try pixel-perfect scaling with OpenGL:realnc wrote:realnc wrote:Can I use "output = opengl" and "scaler = normal6x forced" and simply forget about it?
Answering my own question: nah, it's slow as hell during fade effects. The game slows down to a crawl when using 6x with a 640x480 game.
fullresolution = desktop
output = openglpp
scaler = none
Ant_222 wrote:Try pixel-perfect scaling with OpenGL:realnc wrote:realnc wrote:Can I use "output = opengl" and "scaler = normal6x forced" and simply forget about it?
Answering my own question: nah, it's slow as hell during fade effects. The game slows down to a crawl when using 6x with a 640x480 game.It will automatically adapt to the current game resolution.
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fullresolution = desktop
output = openglpp
scaler = none
You can't have a correct aspect ratio without the black bars unless your display is 4:3.realnc wrote:The point was to not do that, because it leaves black bars with some games, and/or incorrect aspect ratios with others.
What about openglnb—nearest-neighbor interpolation should look well on hi-res displays, and it is hardware-accelerated.realnc wrote:On the other hand, 6x integer upscaling with subsequent bilinear opengl downscaling looks virtually perfect (at least on my higher-than-regular-DPI screen) *and* is fullscreen *and* has the correct aspect ratio.
Ant_222 wrote:You can't have a correct aspect ratio without the black bars unless your display is 4:3.
realnc wrote:What about openglnb—nearest-neighbor interpolation should look well on hi-res displays, and it is hardware-accelerated.
realnc wrote:On the other hand, 6x integer upscaling with subsequent bilinear opengl downscaling looks virtually perfect (at least on my higher-than-regular-DPI screen) *and* is fullscreen *and* has the correct aspect ratio.
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