C
Cyberman
Guest
Simply put they are aligned on integral points based on a screen that's 320x224. So let's say you try to display those at 1024x768. The layers do not exactly fit as integer multiples and although rational numbers do not allow for precise alignment of each layer on top of each other. The "jaggies" of weird color are the layers behind showing through in reality.Going back to shaders and filters, what causes the glitches when you apply it to the whole scene ? The fact that some layers show artifacts when rendered ?
If so ... what? If you READ Pete's discussion of it when he posted about it you would understand WHY this happens. In particular it is a combination of the fact the GPU in the PS1 is 2d (no 3d in that graphics processor) and the 2d polys are chosen using the GTE and software Z buffering the alignment of the polygons in 2d create the problem of the none integer multiple display and create the "EVIL JAGGIES"If so, wouldn't it be possible to apply a filter/shader individually to each layer and skip the ones that show artifacts (the alpha layer comes to mind) ? Pete's GPU drivers seem to use a similar principle for filtering and it works well for ff7 on epsxe. I have to admit I don't recall if it improves the backgrounds at all though.
Hmmm the problem comes with how the engine renders them. And this was discussed in several other threads (and previously in this one).If it doesn't show, I don't know much about these things and I'm tossing (probably ridiculous!) ideas out there based on what little I do know but realistically, I think this is the closest somebody has ever been to improving the backgrounds as I doubt anybody is ever going to go through the 758 or so field files of the game to re-render them at a higher resolution!
Cyb