OrR
Corporate games suck.
No. DaveC FINALLY has to understand how it works. :angry:junker posted on Oct 23 2005 at 07:22 PM said:hey guys, just quit this discussion. it went no where last time!
Last edited by a moderator:
No. DaveC FINALLY has to understand how it works. :angry:junker posted on Oct 23 2005 at 07:22 PM said:hey guys, just quit this discussion. it went no where last time!
OrR posted on Oct 23 2005 at 03:51 PM said:No, you fucking idiot, there is absolutely NO distortion. :angry: Sorry about my language but I'm REALLY loosing my patience. Bilinear stretching like on the Zodiac is NOT pixel doubling + blur. That is complete bullshit. There is no distortion, every pixel counts as 1.5 pixels.
See, every pixel from the original counts the same. The edges are blurred together.
Get it now? :angry:
DaveC posted on Oct 23 2005 at 11:01 AM said:OrR posted on Oct 23 2005 at 03:51 PM said:No, you fucking idiot, there is absolutely NO distortion. :angry: Sorry about my language but I'm REALLY loosing my patience. Bilinear stretching like on the Zodiac is NOT pixel doubling + blur. That is complete bullshit. There is no distortion, every pixel counts as 1.5 pixels.
See, every pixel from the original counts the same. The edges are blurred together.
Get it now? :angry:
YOU are the fucking idiot. You DOUBLED the pixel. 1.5 is NOT double it is 1 and a half times. YOU CAN'T LIGHT HALF A PIXEL ON AN LCD MORON!!!! God you are so dumb. You example is shit because you don't show the grid representing the fixed pixel grid of an LCD you just resize a rectangle anywhere you want. It doesn't work that way.
Blah posted on Oct 23 2005 at 06:08 PM said:DaveC posted on Oct 23 2005 at 11:01 AM said:OrR posted on Oct 23 2005 at 03:51 PM said:No, you fucking idiot, there is absolutely NO distortion. :angry: Sorry about my language but I'm REALLY loosing my patience. Bilinear stretching like on the Zodiac is NOT pixel doubling + blur. That is complete bullshit. There is no distortion, every pixel counts as 1.5 pixels.
See, every pixel from the original counts the same. The edges are blurred together.
Get it now? :angry:
YOU are the fucking idiot. You DOUBLED the pixel. 1.5 is NOT double it is 1 and a half times. YOU CAN'T LIGHT HALF A PIXEL ON AN LCD MORON!!!! God you are so dumb. You example is shit because you don't show the grid representing the fixed pixel grid of an LCD you just resize a rectangle anywhere you want. It doesn't work that way.
You are the idiot. He is speaking of interpolation. It means to blend the adjacent pixels together when necessary to produce the 1.5 pixel effect.
Heres a blown-up example.
On the LCD screen, the 2 pixels are actually 3 (higher res) so this can work.
Too bad... You still don't understand...DaveC posted on Oct 23 2005 at 08:01 PM said:OrR posted on Oct 23 2005 at 03:51 PM said:No, you fucking idiot, there is absolutely NO distortion. :angry: Sorry about my language but I'm REALLY loosing my patience. Bilinear stretching like on the Zodiac is NOT pixel doubling + blur. That is complete bullshit. There is no distortion, every pixel counts as 1.5 pixels.
See, every pixel from the original counts the same. The edges are blurred together.
Get it now? :angry:
YOU are the fucking idiot. You DOUBLED the pixel in your example. 1.5 is NOT *double* it is 1 and a half times. YOU CAN'T LIGHT HALF A PIXEL ON AN LCD MORON!!!! God you are so dumb. You example is shit because you don't show the grid representing the fixed pixel grid of an LCD you just resize a rectangle anywhere you want. It doesn't work that way.
YOU need to understand how a FIXED PIXEL display works, obviously you don't have a clue.
That's bullshit. If you admit that, then I'm happy.DaveC posted on Oct 23 2005 at 06:58 AM said:Since you can't do half a pixel some are doubled while other pixels are not giving an uneven look to the pixels especially when scrolling. Then sometimes a filter (blur) is added to try to hide the distortion, then you just have a mess.
To DaveC, that is a distortion of colour since it induces colours that were not original there. The bilinear scaling is a way of avoiding the doubling of pixels but does so at the cost of introducing new colours to the image. (Colour distortion)The disadvantage is that it looks a little blurry.
yaustar posted on Oct 23 2005 at 07:01 PM said:Using OrR's example
You openly admit that there is blurring.
To DaveC, that is a distortion of colour since it induces colours that were not original there. The bilinear scaling is a way of avoiding the doubling of pixels but does so at the cost of introducing new colours to the image.The disadvantage is that it looks a little blurry.
If you wanted to avoid inducing any other colours, how would it look? Selective pixel doubling.
OrR posted on Oct 23 2005 at 07:22 PM said:Ok at I'll let that count as taking the above quote back. Glad that has been resolved. <_<
I'm with DaveC on this one. I definitely like the non-distorted look better. But, if you absolutely must make it something other than 1:1 or 2:1 then I think that what OrR is talking about is much better than simply every other doubling.DaveC posted on Oct 23 2005 at 07:41 PM said:OrR posted on Oct 23 2005 at 07:22 PM said:Ok at I'll let that count as taking the above quote back. Glad that has been resolved. <_<
This is the quote that I don't like:
"No, you fucking idiot, there is absolutely NO distortion."
When in fact there IS distortion (blurr).
This shows all from your Chrono pics.
Radek posted on Oct 23 2005 at 08:47 PM said:First I agree it is the best to have a native resolution to any scaling. However not always this might be possible and filtering does have a merits. You are discussing a simple pointsampled and bilinear based filters. Indeed they are a crap. But there are far more sophisticated scaling algorithms we shouldn't forget about.
For an example look at the UQM game. It's a port of StarControl2 which originally runs at 320x240. It does offer four different methods of scaling: pixel doubling, bilinear, adaptive bilinear and an advanced biadaptive.
And finally we have something like the 2xSaI.
Now tell me if you still think a scaling must be sucking so much. Imho it doesn't have to as the examples above are showing.
DaveC posted on Oct 23 2005 at 10:59 PM said:Radek posted on Oct 23 2005 at 08:47 PM said:First I agree it is the best to have a native resolution to any scaling. However not always this might be possible and filtering does have a merits. You are discussing a simple pointsampled and bilinear based filters. Indeed they are a crap. But there are far more sophisticated scaling algorithms we shouldn't forget about.
For an example look at the UQM game. It's a port of StarControl2 which originally runs at 320x240. It does offer four different methods of scaling: pixel doubling, bilinear, adaptive bilinear and an advanced biadaptive.
And finally we have something like the 2xSaI.
Now tell me if you still think a scaling must be sucking so much. Imho it doesn't have to as the examples above are showing.
Don't forget though these are being used for computers that are scaling in even multiples such as 2:1, 3:1 etc. 1.5 :1 would give different and not as good of results.
Radek posted on Oct 23 2005 at 03:00 PM said:My point is a scaling even in the bad situations (1.5 ratios or worse) can be tuned to be good enough to be passable.