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"Bugged" Background with 4xBRZ Texture Shader #15094
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Both are actually "bugged". The CPU based algorithm also causes very nasty glitches here, just doesn't bleed black in some corners which makes it less obvious at first glance, but once you see the glitches, you can't unsee them, it's worse than just looking at native res pixel art. Basically some 2D games have large textures made out of smaller ones and all texture upscaling algorithms treat those just like any other texture and bleed between those tiles trying to blend sharp edges into more natural looking image, but this is creating artifacts when the game starts treating pieces of such large texture again as separate tiles to create an image. The only way currently to have upscaling in such games and have it glitch free is using post process based upscaling, as long as it's fully 2D game the difference is minimal and if it's not using native PSP res, I posted a special version of xBRZ which can be used at high res and have user selectable scalling, you can find it in PPSSPP custom shader's thread, but really if the game is using native PSP res, xBR included in PPSSPP is enough. |
This game also stutter a lot during intro using vulkan compare to opengl. OpenGL OpenGL_Screenrecorder.mp4Vulkan Vulkan_Screenrecorder.mp4 |
This is actually a bug in the texture shader. Fixing in an upcoming PR. |
Closing since that's merged. Wish GitHub would detect "Fixes #1 and #2." -[Unknown] |
Game or games this happens in
ULES00176 : Tales of Eternia
What area of the game
Initial screen, basically on every screen outside battle or world map (the background screen must be composed of various textures "blocks")
What happens
When using 4xBRZ Texture Shader, the background texture grid gets filled with black dots.
The same does not happen when using the similar Upscale type xBRZ (the old one with delay). No black dots and the grid effect is much less noticeable.
What should happen
4xBRZ Texture Shader should work more like how xBRZ Upscale type work (minus upscale delay), i.e. without creating artifacts or obvious texture banding.
GE frame capture
No response
Platform
Windows
Mobile phone model or graphics card
NVIDIA GeForce RTX 2060
PPSSPP version affected
v1.12.3-146-gd917204da
Last working version
No response
Graphics backend (3D API)
Vulkan
Checklist
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