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#xxl2

martyste
i'm amused by the old, strange resolutions the games ran at
martyste
PS2 not just interlaced, but also had the framebuffer interlaced ( when GC version rendered a full framebuffer, in the event of being plugged to a proper progressive display )
martyste
Only very recently did i manage to make a PS2 cheatcode to disable the interlacing shake, and just show that half resolution flat (640x256)
martyste
PS2 vs GC. notice difference in water color, and texture filtering of non-opaque textures.
justine1801
Looks like MSAA
martyste
Oh that reminds me of one more cool thing the N64 can do, it's called decals. overlay 2 triangles on the same coordinates, and the triangle with a decal material will always be drawn in front, preventing z-tearing! In this view, the snow dripping off the cliff ahead is prone to z-tearing on GC. Not on PS2 because that insane hardware has double the bits in depth precision.
martyste
oh, the PS2 version ( should be on the left on my end ) does have some AA, likely to compensate the halved resolution. But, on a CRT, there's no way to notice
justine1801
Ah yeah sorry I meant the 1st picture
martyste
File Interlacing_test.mp4 is currently not available to download:
martyste
the GC has the squarest resolution at 640x528. PC of course scales to 480, and US PS2 version at just 448i
martyste
this video just demonstrates a properly emulated interlacing, while using reshade and a near 1:1 remake of my own CRT
martyste
-# can you see the bottom of the well, of my descent into XXL hyperfixations...
justine1801
tbh half res + MSAA looks better than full res to me
justine1801
Gives it an older but smoother look
justine1801
The absence of AA is too glaring imo
martyste
it does look great on a LCD. I think the interlaced framebuffer for PS2 was likely a measure to reduce lag for the 50fps target. The GC being more powerful could handle the full framebuffer.
martyste
when both are plugged to a CRT, you really can't tell the difference anyway, even with Scart!
martyste
Not long ago we managed to find the multiplier to aspect correct text. We're that close to do that for 3D hud and billboards, but they'll need rewriting to stop lining up to a square
martyste
( in the original PC release, Arial text was so spaced on 4:3 that "Greece" in german on the map could not be displayed
martyste
GRIECHENLAND or something like that, was too large of a string. It was fine on PS2 because Mettler font use was made more compact.