Reicast-emulator: guilty gear X square shaped cuts on the battle scene

Created on 14 Dec 2018  路  7Comments  路  Source: reicast/reicast-emulator

The game works perfectly, only has this bug in the graphic that it seems that the image was cut in squares, MVC2 has a similar bug, but in his case it would be only the character that has lines of cuts.

https://3.bp.blogspot.com/-zIQA4drFVcY/XBPGRvqDM9I/AAAAAAAADVE/NeoDaSUrIdM91tkOG2UiKjNNyC_o25JNQCLcBGAs/s1600/Screenshot_2018-12-13-20-58-48.png

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These are artifacts resulting from upscaling from 640x480 (or 320x240) up to whatever resolution your device uses. These games were not designed to run at a higher resolution than their native one. When upscaling, gaps may appear between textures that would normally be perfectly adjacent at the normal resolution.

One work-around is to run at 640x480 but I don't think there's such an option with the Android version.

I believe other emulators have worked around this issue by using subpixel coords, basically just adding +.5 to the sprites further x,y values manually or in the shader.

Estes s茫o artefatos resultantes do upscaling de 640x480 (ou 320x240) at茅 a resolu莽茫o que o seu dispositivo usa. Esses jogos n茫o foram projetados para serem executados em uma resolu莽茫o mais alta que a sua nativa. Quando upscaling, os espa莽os podem aparecer entre texturas que normalmente seriam perfeitamente adjacentes na resolu莽茫o normal.

Uma alternativa 茅 rodar a 640x480, mas n茫o acho que exista essa op莽茫o com a vers茫o para Android.

In the case of PPSSPP has an option 1 psp, 2 psp, 3 psp, 4 psp and 5 psp, there are games that I need to leave in 1 PSP, if I put 2 PSP or more, it happens cuts equal to this in graph, in the build version of master of reicast, has an option for crt 640x480), who knows if there was an option to reduce the graphic a lot of these graphical problems a little and also the fps drops were solved.

Another workaround is to scale using integer multipliers (x2, x3, x4). Of course this results in black borders when the screen is not filled.

Another workaround is to scale using integer multipliers (x2, x3, x4). Of course this results in black borders when the screen is not filled.

in the case of PPSSPP it can work in 1x, 2x, 3x, 4x and 5x and eliminate the black edges, forcing full scream, in the 1x is the same quality of connecting a PSP in the standard RCA cable television of the PSP.

Why was this closed? This could be a good thing to implement, no?

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