What Video Settings are Really Good?
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What Video Settings are Really Good?
Currently I really like H2qx but it seems to not look look on certain games. I would like to know what you guys have your video set on for games. (I don't know why, but the sai2x and super eagle look kind of blurry)
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It is completely subjective. However, the performance characteristics of some of the filters are generally a more important issue to look at.
Note: Super2xsai is a combination of Sai2x+SuperEagle...
Edit: I forgot to mention that interpolation, Super2xsai, 2xsai, Supereagle are all blur filters...
Note: Super2xsai is a combination of Sai2x+SuperEagle...
Edit: I forgot to mention that interpolation, Super2xsai, 2xsai, Supereagle are all blur filters...
Last edited by Deathlike2 on Thu Mar 16, 2006 1:07 am, edited 1 time in total.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Interpolation looks good on a wide variety of games (if you're OK with the blurriness).
The HQ2X filter looks best on games that are already fairly blocky. It looks pretty sucky on games like Donkey Kong Country.
Just experiment with the different settings.
The HQ2X filter looks best on games that are already fairly blocky. It looks pretty sucky on games like Donkey Kong Country.
Just experiment with the different settings.
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Triple Buffering and Vsync are very useful... the official 1.42 docs explain their purpose well...franpa_9 wrote:any resoloution with a min of 640x480, no filters except for scan lines, no interpolation unless you like blurry, no vsync or triplebuffer, and make the resoloution a ds one.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
I tried it. ZSNES crashes. I can't remember if there were any error messages. I don't think there were, just the usual "REPORT THIS TO MICROSOFT" shag.Agozer wrote:You could disable DirectDraw acceleration in DxDiag and use some other resolution.herzog wrote:.
I have to run at 640*480. Every other option has that automatic DirectDraw bluriness.
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Triple Buffering doesn't work?herzog wrote:Vsync
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It's the same, except that it allows applications to render the next frame in advance, which might boost frame rates on slower systems.
It's also not available in ZSNES' windowed modes, though that might be a restriction of DirectX, or generally not a sensible thing to do.
It's also not available in ZSNES' windowed modes, though that might be a restriction of DirectX, or generally not a sensible thing to do.
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Vsync is supposed to stop tearing. Triple buffering as creaothceann described can help performance, but more useful for frame rate stability. It is most useful when combined with vsync.herzog wrote:I figured that they did the same thing... right? Matching the frame rate with the monitors refresh rate...?creaothceann wrote:Triple Buffering doesn't work?herzog wrote:Vsync
Does Triple Buffering stop tearing without having to switch to 60hz or something? I'm confused.
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I find that vsync often doesn't do its job very well, that's why I prefer triple buffering. As far as I know TB is just vsync with extra buffers anyway. So I don't think you can combine them.
High res mode 7 emulates nothing. They just put in there because they can, but it has nothing to do with how a real SNES looks. As for interpolation+scanlines, blarrgh's filter has made this obsolete as far as TV emulation goes.Blasingame wrote:I use the 25% scanlines and interpolation with the Hi Res mode 7 cause it EMULATES it being on the TV.
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Wikipedia's article on Triple buffer (and a little about it when combined with v-sync):
http://en.wikipedia.org/wiki/Triple_buffering
http://en.wikipedia.org/wiki/Triple_buffering
Exactly, though we can't toggle the filter just yet.blackmyst wrote:High res mode 7 emulates nothing. They just put in there because they can, but it has nothing to do with how a real SNES looks. As for interpolation+scanlines, blarrgh's filter has made this obsolete as far as TV emulation goes.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
The Windows interface is rendered using GDI, which directly draws to the screen. With triple buffering, you use page flipping, which essentially means you switch to a different area of video memory (screen) while your monitor is preparing to draw the next frame. GDI will be completely erased by doing this, hence you can't do it.(Triple buffering is) also not available in ZSNES' windowed modes, though that might be a restriction of DirectX, or generally not a sensible thing to do.
Direct3D lets you use "triple buffering" in windowed mode, but it isn't really triple buffering, it's just multiple surfaces that are rendered during vblank (well, most likely).