Linear is the fastest, and bilinear will give you better quality, though with GBA games I'm personally hard pressed to notice the difference.
[split] Windows VBA-M build with UPS support
[split] Windows VBA-M build with UPS support
[splitted thread, please do not post completely off-topic]
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I always used "D3D nearest", because I was thinking HQ2x (or whatever filter) would render better on "vanilla" image rather than on a "pre-filtered" image...
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You got something wrong: D3D texture filtering does POST-filter the image AFTER applying pixel filters.
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Linear is the fastest, and bilinear will give you better quality, though with GBA games I'm personally hard pressed to notice the difference.
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With current (and older) graphics hardware, you won't really see any performance differences between nearest neighbour and bilinear texture filtering. You just should compare and find out what you think looks best. For example, I think HQ2x looks better with bilinear filtering, but when I don't use a pixel filter, I prefer nearest neighbour.
[split] Windows VBA-M build with UPS support
Hello all,
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What I recommend:
- Direct3D with bilinear texture filtering
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I always used "D3D nearest", because I was thinking HQ2x (or whatever filter) would render better on "vanilla" image rather than on a "pre-filtered" image...
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So, you say that if I want the better video quality, I should rather choose "bilinear" rather than "nearest" ? thanks for your response [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" width="20" height="20" />
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It seems to me that the D3D bilinear filter is applied to the internally filtered image. I use a 2X filter on 4X zoom, and I'm fairly sure that this is the order in which the filtering happens. The area is quadrupled with Super Eagle and then quadrupled again with D3D filtering. Otherwise the (good) results don't make sense.
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Edit: Also note that this would mean bilinear filtering would do nothing at all if you use a 2X filter on 2X zoom (or 3X on 3X, or 4X on 4X). In that case, D3D has nothing to do but pass the pixels along (as it should be).
[split] Windows VBA-M build with UPS support
...bilinear filtering would do nothing at all if you use a 2X filter on 2X zoom (or 3X on 3X, or 4X on 4X). In that case, D3D has nothing to do but pass the pixels along (as it should be).
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its true ! I made 2 Screenshots zoom 4x Filter HQ4x
near [attachment=115]
bilinear [attachment=116]
its the same
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With current (and older) graphics hardware' date=' you won't really see any performance differences between nearest neighbour and bilinear texture filtering.[/quote']Â
I'm Benchemarked the runingtime of the FF4Into with an normal Stopwatch (in my Hand) at my AMD XP @2300+ /NV5700FX
sync game to audio=off
vsync=off
all other limits =off
zoom 2x
simple 2x
all other Applications closed!
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near= 2min:12sec:2
bilinear=2min:12sec:0
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="244" data-ipsquote-contentclass="forums_Topic"><div> Linear is the fastest...
NO!!!!!!!! It's the same Speed! (the last Digit can be Error by my owne Reaction)
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I prefer to set D3D bilinear!
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[split] Windows VBA-M build with UPS support
I do believe Bilinear is rendered useless via Scale and Filter plugins.... i can't tell a difference between a screenshot with Bilinear enabled, and disabled when using LQ2x
[split] Windows VBA-M build with UPS support
Edit: Also note that this would mean bilinear filtering would do nothing at all if you use a 2X filter on 2X zoom (or 3X on 3X' date=' or 4X on 4X). In that case, D3D has nothing to do but pass the pixels along (as it should be).[/quote']Â
EXACTLY! [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" width="20" height="20" />
Bilinear/nearest neighbour is only responsible for the step from pixel filtered image size to screen area size. If both match, nothing has to be done by D3D.
[split] Windows VBA-M build with UPS support
Heh. Yeah, the more I thought about it, the more obvious it seemed. D3D bilinear filtering has to be the last step in the process, since it's external to the emulator and goes straight to the display. Any zoom filters internal to VBA are going to do their thing ahead of it, outputting a resized frame. Let me hasten to add that it's a good thing the 2 kinds of filtering stack nicely when zoom > internal-filter resize. Please don't change that. :heh: