color: always fill the widescreen areas with the scanline background colors.Sets how the backgrounds of the widescreen areas are filled " HD" at 5x scale results in a width of 1920, which (combined with " soft crop" " top" and " bottom" at 10, output/center and shader/none) results in perfect 1080p fullscreen. The actual AR are slightly wider than the selection, use some " soft crop" " left" and " right" for the ideal fullscreen experience. all: enable widescreen for all scenes (non-Mode 7 scenes only work acceptable in some games, but many have mostly artifacts).Mode 7(default): enable widescreen for Mode 7 scenes (works for most games).WidescreenĮnables experimental widescreen functionality (defaults to " none") Keep in mind that to estimate the performance impact you have to multiply(!) this value with the "scale" value. At higher resolutions it is basically expensive anti-aliasing. At 1x scale it allows using the higher precision at the original resolution, e.g. ignore: ignore the Mosaic effect completely.Īllows basing every resulting pixel on the average of multiple pixels.Provides a good compromise between the other two options. 1x scale(default): instead of the set Scale use " 1x".Looks as intended, but disables HD and widescreen. non-HD: use 'classic' Mode 7 with Mosaic applied.How to handle Mosaic effects on Mode 7 backgrounds. Only currently known game that requires this is " Tales of Phantasia", requiring " narrow". wide(default)/ medium/ narrow: the distance between the lines used for the interpolation (and also for the detection, if enabled).auto(default): enable correction, but try to detect when it breaks the image and automatically disable it.Whether and how pseudo 3D perspective are optimized, avoiding limitations of SNES integer math. ![]() (defaults to 2x, to show the effect with the smallest possible CPU impact) Perspective correction " disable" uses the classic Mode 7 code, disabling some of the following features. Higher setting drastically increase CPU usage. Please open an issue if you want to contribute, or contact me on Reddit. I'd really appreciate any help with that, even if it's just to get started. This will have to be moved to the GPU to achieve usable performance. Help Wanted Converting C++ Rendering Code to Shaders for OptimizationĬurrently all the HD rendering is running on the CPU cores. Please remember that this fork focuses on HD and visual output. more to comeįeel free to suggest features. ![]() Like the ability to disable background layers, sprites and window effects for screenshots for wallpapers or soft crop to zoom in, leaving maps or static art off the sides of the screen. Smother color gradients and window effect, not limited by the original resolution or integer precision. With the optional line color smoothing color "steps" turn into actual gradients (without influencing the sharpness of the artwork).
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