Scaling: Difference between revisions
No edit summary |
No edit summary |
||
| Line 13: | Line 13: | ||
=Framebuffer Scaling & Output Methods= | =Framebuffer Scaling & Output Methods= | ||
While [[Texture filtering|Texture Filtering]] happens inside the 3D engine and [[#Smoothing Shaders|Smoothing Shaders]] are stylistic choices used to "redraw" the art, Framebuffer Scaling refers to the final step of displaying the game on your monitor.This is the process of taking the emulator's rendered frame (e.g., a 240p or 720p image) and stretching it to fit your 1080p or 4K host display screen. Unlike artistic shaders (like xBRZ), these methods aim for mathematical accuracy or shimmer reduction rather than changing the art style. While many of these methods are implemented via Post-Processing Shaders for better control, they are not always "shaders" in the traditional sense; they can be built-in functions of the emulator or the hardware's display scaler. | While [[Texture filtering|Texture Filtering]] happens inside the 3D engine and [[Shaders,_presets_and_filters#Smoothing Shaders|Smoothing Shaders]] are stylistic choices used to "redraw" the art, Framebuffer Scaling refers to the final step of displaying the game on your monitor.This is the process of taking the emulator's rendered frame (e.g., a 240p or 720p image) and stretching it to fit your 1080p or 4K host display screen. Unlike artistic shaders (like xBRZ), these methods aim for mathematical accuracy or shimmer reduction rather than changing the art style. While many of these methods are implemented via Post-Processing Shaders for better control, they are not always "shaders" in the traditional sense; they can be built-in functions of the emulator or the hardware's display scaler. | ||
*Shader-based Scaling: Uses the GPU to perform complex math (like Spline36 or Lanczos) to ensure the image stays sharp and artifact-free. | *Shader-based Scaling: Uses the GPU to perform complex math (like Spline36 or Lanczos) to ensure the image stays sharp and artifact-free. | ||
*Driver/Hardware Scaling: The "basic" scaling performed by your GPU driver or monitor. Usually defaults to a simple Bilinear or Nearest Neighbor stretch, which can result in blur or "pixel shimmer" if not configured correctly. | *Driver/Hardware Scaling: The "basic" scaling performed by your GPU driver or monitor. Usually defaults to a simple Bilinear or Nearest Neighbor stretch, which can result in blur or "pixel shimmer" if not configured correctly. | ||