I've noticed that emulators I use which rely on DirectDraw always apply a hardcoded bilinear filter that I cannot remove within the emulator's standard video configuration dialogues. If I use another video mode, for example OpenGL, then the filter is gone. When I disable DirectX acceleration, the filter is also gone. (though the emulator can barely run without full acceleration) This more or less tells me the filter is specific to DirectDraw somehow.
Any ideas here? I want to be able to play games without any filters. I'm using SNESgt, and it unfortunately does not allow its user to switch between DirectX, OpenGL or other methods. It pretty much forces DirectDraw only, hence the annoying bilinear filter that will never go away.
If I use another video mode, for example OpenGL, then the filter is gone.
Not exactly true. Depending on how the developer set the texture params for the OpenGL surface texture, bilinear filtering will still be present. Least it is better than point filtering (No$GBA seems to use point filtering).
Disclaimer: I don't read entire posts; particularly when they offer little insight. And no, Vista blows chunks. "Upgrading" (if you even want to consider it that) would be a major performance blow to everything on my crappy system. I don't feel compelled to build a Vista-ready PC since, to be honest, none of the current apps I run would normally require that kind of hardware in the first place. So, I'm satisfied with XP, just not the mandatory DirectDraw filtering.
But I was pretty much asking if there was any known way of disabling this filter, or if that's even the case for certain. Maybe SNESgt is the problem. But then, I really don't like any of the other SNES emulators out there. Which raises the question of why I bothered bringing this issue to the zSNES board...
I once thought about using System Memory instead of Video memory (to disable the crappy filtering).. the problem was the ZSNES GUI ran like crap for me when I tested this. It will be the exact same for you and you're not going to like it if it were offered.
The only way of doing this is doing this in Direct3D, where filtering can be disabled. However, you need someone to be nice enough to write that code.
bleh filtering is much better than pixellated blockiness. Anything other than bilinear or the other blur/interpolation type filters isn't too great though. The linux version lets you turn filtering on and off, though, since it uses opengl.
It was integrated, but only slightly. One res and no proper hires support is mainly the problem.
Plus, buggy as hell. I tried to make some mods to improve it, yet, kept crashing whenever I tried to open it. Oh well. Though D3D support should be interesting, since D3D can blit to surfaces, which is similar in functionality to DDraw...
paulguy wrote:bleh filtering is much better than pixellated blockiness. Anything other than bilinear or the other blur/interpolation type filters isn't too great though. The linux version lets you turn filtering on and off, though, since it uses opengl.
Personally, I preferred no blur and 25% scanlines for a long time.