Texture filtering: Difference between revisions

Ahayri (talk | contribs)
No edit summary
Ahayri (talk | contribs)
Line 147: Line 147:
*Looks pixelated, highlighting the low resolution.
*Looks pixelated, highlighting the low resolution.
*Textures scaled horizontally and vertically at unequal levels can produce awkward results. [https://old.reddit.com/r/finalfantasytactics/comments/10iqeph/i_spent_a_couple_of_hours_testing_ppsspps/ Resolution hacks] may be able to fix this in some instances.
*Textures scaled horizontally and vertically at unequal levels can produce awkward results. [https://old.reddit.com/r/finalfantasytactics/comments/10iqeph/i_spent_a_couple_of_hours_testing_ppsspps/ Resolution hacks] may be able to fix this in some instances.
|-
|'''Spline36'''
|A high-order mathematical interpolation method. Unlike Bilinear, which only looks at the immediate surrounding pixels, Spline36 uses a larger 6x6 grid of pixels to calculate new color values.
|
*Sharper and more accurate than Bilinear/Trilinear.
*Reduces "aliasing" (stair-stepping) on textures compared to simpler filters.
*Very computationally efficient on modern hardware.
|
*Can occasionally produce "ringing" artifacts (faint halos around high-contrast edges).
*While sharper than Bilinear, it still looks like a "blurrier" upscale compared to dedicated pixel scalers like xBRZ.
|-
|'''NNEDI3'''
|A neural network-based "edge-directed" interpolator. It uses a pre-trained model to predict what missing pixels should look like based on existing edges and structures.
|
*Exceptional at preserving sharp edges without the "oil painting" look of xBRZ.
*Virtually eliminates jagged edges (aliasing) on 2D elements and UI.
*Considered one of the highest-quality "clean" upscalers available.
|
*Extremely hardware intensive compared to every other filter on this list; requires a capable GPU.
*Can sometimes introduce small "wobbles" or artifacts in very complex, noisy textures where the AI misidentifies an edge.
|}
|}