Title: Possible GFX improvement for UQM... Post by: Orz Brain on January 27, 2004, 04:37:52 pm Looky here: http://elektron.its.tudelft.nl/~dalikifa/
Can this be applied to UQM to improve the gfx without the headache inducing blurriness of the current gfx filters? Title: Re: Possible GFX improvement for UQM... Post by: Nic. on January 27, 2004, 06:02:43 pm They used to use 2xSaI in the early alphas, but dropped it prior to the 0.2 release due to licensing incompatibilities and wrote their own scalers. See the manual for instructions on enabling graphics scaling mode.
(Doesn't anyone read the ChangeLog (http://cvs.sourceforge.net/viewcvs.py/*checkout*/sc2/sc2/ChangeLog?rev=HEAD)?) Title: Re: Possible GFX improvement for UQM... Post by: FalconMWC on January 27, 2004, 06:19:47 pm uhhhh.... I read it once, a long time ago.
Title: Re: Possible GFX improvement for UQM... Post by: fossil on January 27, 2004, 07:33:07 pm 2xSaI can theoretically be implemented in UQM, but there seem to be some patent and licensing issues here. Besides, the current biadapt and biadv modes use the same basic concept of 2x scaling and were specifically designed to work with UQM the best way possible (or rather feasible), and 2xSaI is not exactly "all that".
As far as bluriness is concerned, a few other people (and I mean *very* few ;)) have expressed their concern as well. I think this can be resolved with simple modifications to biadapt modes by introducing an option to turn blending on or off, but this will cause wrong pixels to be printed all the time in various parts of the game, especially texts and fine-lined gfx. This is exactly the behavior 2xSaI exhibited. Title: Re: Possible GFX improvement for UQM... Post by: Orz Brain on January 28, 2004, 02:00:07 am Thanks for your attention. Sorry to bother you about something that has apparently already been addressed.
Quote As far as blurriness is concerned, a few other people (and I mean *very* few ) have expressed their concern as well. I think this can be resolved with simple modifications to biadapt modes by introducing an option to turn blending on or off, but this will cause wrong pixels to be printed all the time in various parts of the game, especially texts and fine-lined gfx. This is exactly the behavior 2xSaI exhibited. I have noticed 2xSaI's propensity to distort text to some degree but in my observation this is a minor affect and far outweighed by the fact that 2xSaI produces actual sharp edges in contrast to UQM's methods that appear to merely unfocus the screen in order to disguise pixels. If you have the ability to easily add this feature I wish to add my request to any others you may have that you please do so. Thanks for your time! Title: Re: Possible GFX improvement for UQM... Post by: J on February 02, 2004, 09:11:44 am Orz, which resolution are you running in?
And what renderer? Title: Re: Possible GFX improvement for UQM... Post by: FalconMWC on February 02, 2004, 07:49:24 pm Don't mean to sound critical - but before you complain or suggest that you have a graphics problem - test it on another computer that is really good. (not saying yours is not, but every computer has its quirks).
Title: Re: Possible GFX improvement for UQM... Post by: Orz Brain on February 02, 2004, 08:04:57 pm My computer: win xp, 1ghz, 256mb ram, screen res 800 by 600.
UQM: .3 beta taken from the website, all setings defalt exept in full screen mode. Renderer... erm what is that? If you mean what gfx chipset do I have... Intel 845g with 8mb vram. Title: Re: Possible GFX improvement for UQM... Post by: fossil on February 19, 2004, 01:09:09 pm A new scaling mode called 'triscan' has been added due to popular demand for non-blurry scaling filter ;D. This mode is a derivative of Scale2x (http://scale2x.sf.net) and is now in CVS.
Title: Re: Possible GFX improvement for UQM... Post by: Jeff Graw on February 24, 2004, 04:19:32 am hq2x, hq3x, and hq4x is far superior and free. You should look into it
Title: Re: Possible GFX improvement for UQM... Post by: fossil on February 24, 2004, 05:46:50 am Thanks for info, but we are way ahead of you ;D.
Already looking into those and possible other improvements. The only problem with hqXx that I see is that it will be quite slow even when properly ported. |