VOGONS


First post, by shortcat

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As we know texture resolution in old games can be pretty low and bilinear filtering which is used universally can look pretty bad in this situation. High contrast pixels when stretched a lot form this 4-pointed star look - see the attached picture for an example.
So my wish is an ability to replace it with a better algorithm. See this comparison:
interpolation_methods.png
Beetle PSX emulator already does this, allowing to use jinc2 algorithm.

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Reply 3 of 4, by ZellSF

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Texture replacement has been requested a few times, if Dege ever implements that I'm guessing automatic texture replacement will be relatively easy. Maybe possible already using third party tools.

I really want normal2x/3x/4x/5x/6x like GZDoom has for older games. Keeping that pixelated look, without all that pixel crawling.

Reply 4 of 4, by Azarien

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shortcat wrote on 2021-10-25, 07:20:

Just remembered one idea - upscaling textures using a "good" algorithm and then using then in the usual render pipeline utilizing bilinear filtering might be practical.

In OpenGL terms, shift all mipmap levels one point "up" and manually upscale level 1 (formerly level 0) into new level 0 using the best algorithm you can find.
That should do the thing while keeping the original texture data intact whenever upscaling is not needed.