First post, by Tek
I've revisited MotS to try and create a really clean, unfiltered output. I'm running the Steam version of the game with the most recent unofficial patch, the DOF patch and dgVoodoo 2.62.1. I'm running it windowed (using a -windowgui shortcut target) on Windows 10.
General dgVoodoo settings are windowed, unspecified. DirectX GeForce4 Ti 256mb. Force point sample filtering. Resolution set to 1280x1024, no antialiasing.
The game settings internally are 3D acceleration on, 320x240 resolution.
The rationale behind this is that the HUD is fixed to the resolution. Running the game at higher resolutions reduces the size of the HUD elements. So what I'm envisioning is running the game in its intended resolution (240 / 480) and using dgV to upscale. It works near flawlessly , except for the HUD elements being filtered.
Antialising and point sampling is turned on in all settings I can find. I had assumed the 2D elements were rendered with DirectDraw, so wouldn't be filtered. But you can see, they are blurry. Running in software mode with dgV upscaling the whole output results in the same kind of filtering.
So are the HUD elements rendered in software, regardless? Or is there a way I can get dgV to render these elements with nice crisp point sampled pixels? Is it my actual GPU doing this?
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