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Texture filtering

81 bytes added, 19:11, 18 May 2014
m
Fixed some poor wording on my part
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| style="text-align: center;"|'''Anisotropic'''
| style="text-align: center;"|Uses oddly-shaped copies of texture parts in order to smooth out pixelated/blurred edges in nearest neighbor/linearly linear filtered images. Higher sample amounts (e.g. 4x, 8x, 16x) will shape the textures into more complex shapes as needed.
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*Looks much better than just linear filtering for 3D games.
*Can be used alongside other filters and scaling algorithms for even smoother-looking textures.
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*Very High sample amounts are system-intensive.
*Not recommended for 2D games.
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*Artifacts are common.
*Curves and slopes that aren't 45­° slopes look very pixelated jagged compared to everything else.
*The finer details of the textures/sprites might be obscured by bad edge detection.
*Posterization is very common. There are deposterization filters in some emulators (e.g. PPSSPP) that can aid this, however.
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*Less system-intensive than HQx and xBR.
*Good if it's the best option available (e.g. like in Pete's OpenGL2 plugin for PSX emulators).
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*Edge detection is horrible.
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*Posterization is common. There are deposterization filters in some emulators (e.g. PPSSPP) that can aid this, however.
*The finer details of the textures/sprites might be obscured by bad edge detection.
*Worse at some things that HQx excels at.
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