mausimus/ShaderGlass

Feature Request: Add custom/exact pixel size input to eliminate scaling artifacts

Konic-and-Snuckles opened this issue · 2 comments

Restricting pixel size inputs to specified multiples like 2x, 3x, 9x, etc. are all great if the source content has a common vertical resolution such as 240, 480, 720, etc. Many retro and indie games emulate resolutions found on 8- and 16-bit consoles, and therefore display at multiples of 224p and 256p instead. These do not scale properly no matter what pixel size input you choose. I've tried every available option in the latest version but, for certain games, I get ugly scaling artifacts like half-height pixels no matter what.

This is in fullscreen? If you can get the emulator to run in windowed mode with a set integer scale, that's how you'll get best results.

+1

I use ShaderGlass with real time game capture for retro systems and am having the same issue. 240p class titles get integer scaled with a OSSC line doubler, normalized in a 1080p frame (with no scaling) fed into the PC and 4x (integer) scaled to 4k. It’s difficult to have a proper alignment, and even then, the scaling is generally too destructive.

If custom pixel size is not up for consideration, please consider adding presets geared towards common oddball resolutions used by 240p consoles and older PC games.