Re: NPC Flats - Waifu upscaling
Posted: Fri Dec 15, 2017 9:30 am
Hi, thanks!
Dosbox is point filter and 320x200. Its about the resolution. in 320*200 everything is blocky and the low res textures and especially flats just naturally fit in. If you remove the edge jaggies by playing in full hd, the low res flats/sprites just pop out.
And yes, if you enable bi/tri linear filtering on any kind of low res flat than you get a smudged out blurry mess. Thats not only in unity tho.
Try running DFU in 320*200 with point filter and you get the same results as dos box (a bit better because the pallete is not as restricted in DFU)
And add full screen scalers... never worked for me. It fucks more things up than it improves. I experimented with it a lot. Only place where it sometimes works is on flat textures, not on sprites. And sprites is what I focus on now. In Brutal doom you have a lots of options to play with according to upscaling etc, u can see what does what...
What I do here is IMO the best from both worlds, you have high res flats and they dont get degraded by filtering, it doesnt matter if you use point or bi/tri linear filter, they still sharp because of the resolution. And the upscaling method I use is quite demanding, never saw a game utilizing this kind of algoritm in real time. Also, I never saw a 3d game ever using this algo. This is used in 2d games. And its quite a new method. It naturally works great with 2d sprites. No other method gives such a results. Its a god send...
Dosbox is point filter and 320x200. Its about the resolution. in 320*200 everything is blocky and the low res textures and especially flats just naturally fit in. If you remove the edge jaggies by playing in full hd, the low res flats/sprites just pop out.
And yes, if you enable bi/tri linear filtering on any kind of low res flat than you get a smudged out blurry mess. Thats not only in unity tho.
Try running DFU in 320*200 with point filter and you get the same results as dos box (a bit better because the pallete is not as restricted in DFU)
And add full screen scalers... never worked for me. It fucks more things up than it improves. I experimented with it a lot. Only place where it sometimes works is on flat textures, not on sprites. And sprites is what I focus on now. In Brutal doom you have a lots of options to play with according to upscaling etc, u can see what does what...
What I do here is IMO the best from both worlds, you have high res flats and they dont get degraded by filtering, it doesnt matter if you use point or bi/tri linear filter, they still sharp because of the resolution. And the upscaling method I use is quite demanding, never saw a game utilizing this kind of algoritm in real time. Also, I never saw a 3d game ever using this algo. This is used in 2d games. And its quite a new method. It naturally works great with 2d sprites. No other method gives such a results. Its a god send...