Duckstation dithering1/14/2024 The image is rendered at the internal resolution you set it at (2x/4x/8x/16x, you name it). This new Vulkan-only option, SSAA, is a completely new approach. ![]() It will smooth out the 2D elements but leave the 3D elements alone, resulting in a high resolution picture with the 2D elements not looking pixelated and ugly. The option ‘Adaptive smoothing’ already exists and it attempts to distinguish 2D elements from 3D elements. The Final Fantasy and Resident Evil games come to mind for one. Both approaches have their pros and cons, but a definite disadvantage is that early 3D was very primitive so you might not want to see razor sharp angular polygons rendered at obscene resolutions, especially when a game relies a lot on pre-rendered backgrounds and other 2D elements. 3D polygon graphics can tend to look very aliased and jagged and lacking in definition.Īlternatively, others like to crank the resolution up as high as possible. However, there are some issues with that approach. Some people prefer to play PlayStation1 games at native resolution and just applying a CRT shader at the end instead of running them at very high resolutions. You can see the before/after screenshot above (video in question is the Resident Evil 1 intro) to see the kind of visual enhancement this brings to the picture. There’s now a feature called ‘MDEC YUV smoothing’ which does filter the chroma channel. A common issue with PlayStation emulators is that the chroma channel generally should be smoothed, but the PlayStation tend to leave it unfiltered. These videos were encoded in YUV macroblocks and had to be converted from YCbCr to RGB so that the PSX can output the final image to the screen. ![]() PlayStation used a special unit called the MDEC to decode full motion videos instead of relying on software rendering (like the Saturn).
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