![]() I think what he said about the hardware possibly using filtering would be correct, because I believe that the Wii’s Virtual Console does the same thing you do, and that is uses 640 or 512 horizontal. Lack of sharpness is undoubtedly due to filtering being applied, either through software or through hardware:” I don’t know how retroarch handle those “resolution” modes, as i said, Wii resolution is fixed, only active screen size can be changed, scaled, etc ![]() All of this is because of the different pixels used on Genesis in the different resolution modes and on the Wii. Similarly, pixels in 320x224 mode aren’t exactly square, which is why the screen is still upscaled to little than simply 640 pixels. And yes, the 256x224 original screen also needs to be upscaled to that common width because pixels in this mode wasn’t square pixels at all on the real thing, while Wii pixels always are. So what I do is taking the rendered frame buffer, 640x224 (384x224 with overscan emulated) or 512x224 and let the Video Encoder upscale it to a COMMON and FIXED size (something like 644 pixels, which comes from my calculation based on Genesis and Wii pixel clocks, and match my observation against my real Genesis output on the same TV). resolution (720 pixels), without any noticeable filtering ( understand, not blurry). This other way is to use a feature of the Wii Video encoder which is able to upscale horizontally the framebuffer rendered by the Wii GPU up to the max. The fact that the screen width is simply doubled prevents scaling (generally visible when games are scrolling if you use a non-integer scaling ratio with no filtering). GX scaling by default applies heavy bilinear filtering when upscaling so I have to disable hardware filtering if I want the image to remain sharp and not blurry. What i do in “original” mode is to render the emulated active screen (320x224 for most Genesis games but some games use 256x224 and Master System or Game Gear games do as well) then DOUBLE it horizontally to 640x224 or 512x224 inside the embedded framebuffer, using Wii GPU texture hardware (GX) scaling. The video hardware can then be configured to position (generally centered but it´s up to the developer) your rendered screen (640x448 or 640x224 for example) in the video signal window (720x480 or 720x240 as explained first), the “inactive” pixels being output to black. The maximal active screen SIZE (size that can be rendered by the Wii GPU in one pass) corresponds to the size of the embedded framebuffer (EFB) and is 640x528. ![]() “the Wii always output the same resolution signal, which is 720x480 (720x576 for PAL) interlaced/progressive or 720x240 (720x288 for PAL) non-interlaced (also called double strike or “Original” in emulators). Yeah, nintygaming on RetroArch Wii actually discovered the reason for this when he emailed Eke-Eke about it. It looks like the Neo-Geo actually had 2 resolutions. seems to be the way to go, can you also add 608x224p? Some games work at 320x224p and 640x224p, some don’t. Why would using the higher resolution look more accurate compared to the natives? Doesn’t the image have to be scaled all the way to fit the 640 NTSC signal anyways? How did the original consoles accomplish this scaling? Just curious because I noticed it when I was testing to see what resolutions worked for some of the Neo games. I noticed the same thing with Genesis at 640x224p as opposed to 320x224, and also with the Neo-Geo games that work at this resolution. If I set it to 512x224p, it looks sharper, and upon closer inspection, it looks just as crisp to the actual SNES version (via S-video). One more question and comment about these resolutions.
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