Hey, great shots. FFXII is one of those games where I believe they ahd to intend for it to be rendered at a higher resolution there's no way details like those little flecks of blood on his face could have even been visible at 480p
Hey, great shots. FFXII is one of those games where I believe they ahd to intend for it to be rendered at a higher resolution there's no way details like those little flecks of blood on his face could have even been visible at 480p
Yakuza 1
Hey bud, looks like you're stretching. Here it is at 4:3.
If playing a 4:3 game in 16:9, be sure you've got a proper widescreen patch!
Thanks for the info, I love reading facts about games! Any other games great 2D titles using this hardware?Street Fighter III: 3rd Strike, in MAME64UI using an HLSL CRT shader:
The game ran on Capcom's CPS-3 hardware, which was a rather interesting beast. It was designed entirely for 2D graphics at a time when 3D graphics were becoming dominant. It had an extremely elaborate security system - the encrypted game contents were stored on a CD-ROM, which were flashed to a bank of SIMMS on the mainboard at first power-on. The game data was then decrypted via a battery-powered cartridge that was extremely sensitive to any sort of tampering. If it detected any sort of meddling (even things such as touching the connector or removing the cartridge while the machine was running), the encryption key would be get erased, resulting in an unusable arcade machine.
As a result of all this, the CPS-3 was basically a flop, and only a half-dozen games were made for it. But the graphics of games like SF3 still look gorgeous even today, with an incredible fluidity of motion that made other 2D fighting games look jerky and stiff by comparison.
Thanks for the info, I love reading facts about games! Any other games great 2D titles using this hardware?
Hey bud, looks like you're stretching. Here it is at 4:3.
If playing a 4:3 game in 16:9, be sure you've got a proper widescreen patch!
Not bad for a PS1 game. A lot of PS1 stuff looks pretty bad at high resolutions (to be fair it didn't look good at low resolutions either)
I have found out that the more "cartoony" the game looks, it longer withstands the test of time .
Is there an efficient way to determine what the native resolution of individual games are? I want to be sure to maintain the correct aspect ratio without stretching things horizontally. Speaking mainly about PS1 games here where the resolution can vary (and yeah, I know that the resolution can vary even in the game itself sometimes like for menus). I know that Symphony of the Night is in 256x224, for example.
I'm struggling right now in ePSXe with what appears to be some kind of sprite tiling issue with Breath of Fire 3. It's greatly aggravated by higher rendering resolutions. I get the gut feeling that it's still there even in 320x240, just not very noticeable. I don't know very much about this, like if it's something innate to the hardware much like the texture/polygon warping that also gets very noticeable at high resolutions.
I made a gif switching between 640x480 and 320x240 (zoomed 2x) to demonstrate the problem.
SETTINGS
Internal Resolution: 4800 x 2720
Window Size: 1920 x 1080
Post Processing: FXAA Anti Aliasing
Render Resolution: x10
Texture Filtering: Auto
Screen Scaling: Linear
Render Mode: Buffered Rendering
Texture Scaling: x5
Upscale Type: Hybrid + Bicubic
Anisotropic Filter: x16
For 2d games I'd suggest to use mednafen psx instead, or at least peops soft instead of the plugin you're using.
MediEvil (ePSXe, CRT Shader, Original Internal Resolution)
Mostly windowed, but full screen works, too. The CRT shader no overlay is a ported one from SNES by this cool guy.Are you playing in windowed or full screen mode? ePSXe doesn't let me run 240p in full screen. Is the CRT shader an external overlay like SweetFX or are you using some special kind of rendering plugin?
and one without SSAO or DOF:
Playing this on my Shield Portable so resolution is a bit low (720p screen) it looks great on the small screen.
I'm not using a shader since the low resolution is likely to produce uneven scanlines with non-integer scaling, not really a problem with a dark game like Super Metroid but I don't feel like complicating my setup so I'm using a scanline mask overlay at 20% oppacity
and one without SSAO or DOF:
Settings
Proceeds to cringe.
I think the poster above you has some experience with this
Those are great I have a similar setup on my tablet with SNES9x and SNESoid (at 2560x1440 though lol), good stuff.Playing this on my Shield Portable so resolution is a bit low (720p screen) it looks great on the small screen.
I'm not using a shader since the low resolution is likely to produce uneven scanlines with non-integer scaling, not really a problem with a dark game like Super Metroid but I don't feel like complicating my setup so I'm using a scanline mask overlay at 20% oppacity
and one without SSAO or DOF:
I always hated those low-poly models lol!
Yakuza 2. It's here i realize my mistake in playing in 4:3 in Yakuza 1