You can find this information under Information/System Information This has happened with pretty much every version I've used Version/Commit Launch a game (I've used Kirby's Dreamland 2 in Gambette and Mother 3 in gPSP).When disabling the bilinear filter scaling seems to happen via nearest neighbor, but there is a very obvious loss of quality and in general there seems to to be a loss of pixels being displayed. Once bilinear filtering is disabled I expect it to be scaling the screen via nearest neighbor without a loss of quality/pixels. This is a bit of a problem though because desirably I'd like a pixel perfect scale to my screen. This issue does not happen with integer scale enabled. If you encounter any issues, bugs, or crashes, please reach out to us via our Discord Patreon channels.The image becomes distorted when disabling the bilinear filter and disabling integer scale. Your reports will be important in fixing bugs and polishing the Scaler to be the best experience possible. Xenoblade Chronicles 2 - Super Sampling x2Īs we couldn’t fully test the Resolution Scaling with the entire Switch game library, we look forward to all the user feedback we will receive.Special thanks to our community member and modder theboy181, who created new mods that help with upscaling some of the games listed earlier. This is caused by the need to downscale textures before upscaling in order to bypass some crashes and issues in the game. Kirby Star Allies is known to have an additional performance cost when upscaled. Pokémon Sword/Shield needs the No Outlines mod for optimal picture quality, as the outlines don’t scale correctly. This is because the games use hard coded texture dimensions in their FXAA filters, which leads to poor anti-aliasing quality or artifacts. Some games that have their own FXAA need a mod to disable their built-in FXAA. If a texture interacts with other textures, its new rating will either be based on the current rating of those textures or will be increased to the maximum possible rating, if one of those textures is already scaled.Īnimal Crossing (1x 30FPS vs. The textures keep earning more credits as frames pass.īut if in any frame, even a single texture within a renderpass fails to satisfy the set of rules, all texture scores will be reset to 0. Textures can only earn 1 credit per frame.Īnd to earn that 1 credit, the texture itself as well as any other textures in that renderpass, all need to satisfy our set of rules.Īfter accruing 2 or more credits, the texture will be scaled and now all rendering will be done in the scaled resolution for that texture. Scaling these is pointless and has the potential to break them.įor the uninitiated, render targets are just textures that the game renders to. We couldn’t simply use a binary “YES/NO” system because, unbeknownst to us, some games may render textures only once. The meticulously designed rating system works by having a set of rules dictating which render targets can be scaled and having a rating for each texture. Unlike the original scaler, which was inspired by Cemu’s profile-based scaling, Project ART uses a rating system. The Legend of Zelda: Breath of the Wild (Bilinear Vs. However, the planned rewrites of the Texture Cache, Buffer Cache, and the massive GPU emulation overhaul with Project Hades further delayed developers from working on the Scaler, resulting in it never getting merged. Originally, yuzu’s memory reads were reactive - meaning textures were downloaded only when games tried to read them and hence it wasn’t possible to know which textures were going to be downloaded.Īlthough these memory reads were fixed a few months later, the Scaler still needed changes to be made to the management of uniform buffers, so that it would be supported on drivers other than Nvidia. This approach was necessary, because of how yuzu was initially designed. The database was initially empty and, as the game ran, the algorithm would keep learning which textures to scale and which not to. The generation algorithm used a database that recorded texture types and whether they were scalable or not. It was inspired by Cemu’s graphic packs, but rather than having a manual graphics pack developed for each title, it would automatically generate scaling profiles as the user played. However, the approach he took to achieve that was a bit different. Blinkhawk implemented the original Resolution Scaler back in July of 2019.
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