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/vr/ - Retro Games

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>> No.3115605 [View]
File: 3.85 MB, 6968x2449, VBAGX old vs GBI.jpg [View same] [iqdb] [saucenao] [google]
3115605

>>3112745
Not quite sure I would say that; He just does a decent amount of research, and plans his videos out accordingly.
Case in point, the talk on RGsB 480p from the PS2 5 minutes into the video: RGsB 480p on the PS2. It would have fit in fantastically into the D24E1WU video when talking about Component's lower color depth ~21:00 minutes into that video, but wasn't something he was aware of until I brought the subject up to him.

>>3115553
I was actually going to bring that up in the post, but decided against it.

Note where I mentioned "proper, unscaled 240p". Setting RetroArch's video mode to ANY of the 240p or 240p-like resolutions will give you a progressive image, but anything it is rendering will be stretched to the full size of the screen. For the various platforms that output at or very near that full screen size(the various home consoles and arcade machines RA supports) that's perfectly fine. The issue here is that you're dealing with a video output that is 144 or 160 pixels tall; Neither of these can be properly scaled up to fit within that 240 pixel limit. This results in wonky non-integer scaling which just looks like shit. The older version of VBAGX had this same exact issue: non-integer scaling.

wiiMednafen and the aforementioned fork of VBAGX get around this issue by rendering the 144p/160p image inside of a normal 240p signal. You don't make use of the full screen real estate available to you, but everything is at a 1x scale, and as such, no scaling.

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