Bullshit.DaveC posted on Dec 5 2006 at 07:44 PM said:Tobriand posted on Dec 5 2006 at 06:42 PM said:What, out of interest, happens if you use the HW scalar to first scale a bit of selected memory to 1024x1068 (high as it supports), dump at memory A and then re-scale it's own output back down to 320x240? Does it effectively remove the same pixels, or might it actually do a better job, if slower?
Ok, maybe the 940 would be better, but if doing it all in the scalar works, then maybe the 940 could be used for something else?
It would look like crap doing that. You would end up with a distorted mess. There is no magic bullet. Scaling will always give artifacts of some kind.
To be fair, scaling looks much worse IMHO when applied to 2D displays than the 3D video you present. Having said that, I don't actually have a huge problem with the display of gpSP scaled aspect-correct or distorted personally. Try it and see.Fishbong posted on Dec 6 2006 at 11:39 AM said:Bullshit.
Just encode a video to 240 x 160 and watch it on the GP2X. No scaling artifacts or mess or anything.
I have no idea what it takes to implement that kind of scaling, but obviously it is possible, and as it is done by hardware it won´t affect the speed.
If you want to check it out, just download this video and play it on your gp2x
You´re right. I recorded a short movie directly from VBA, so lets see how an actual GBA game could look scaled with the GP2X HW scaler : Super Mario Advancecritical posted on Dec 6 2006 at 12:57 PM said:To be fair, scaling looks much worse IMHO when applied to 2D displays than the 3D video you present.
Why don't you actually try it? The link I posted before is gpSP using the hardware blitter to scale to both fullscreen distorted and fullscreen aspect-correct... you don't need to use VBA to see itFishbong posted on Dec 6 2006 at 02:43 PM said:You´re right. I recorded a short movie directly from VBA, so lets see how an actual GBA game could look scaled with the GP2X HW scaler : Super Mario Advancecritical posted on Dec 6 2006 at 12:57 PM said:To be fair, scaling looks much worse IMHO when applied to 2D displays than the 3D video you present.
I think it doesn´t look too bad, considerably better than having just a poststamp-sized image in the center of the screen.
I am aware that acessing the scaler Hardware does require closed-source code. I didn´t say using it is easy, or that i ever expect someone implementing it in emus, but it is certainly possible, and won´t look bad.
shinneri posted on Dec 5 2006 at 10:50 PM said:Pretty sure you press the Volume down button once a game's loaded.XaMMaX90 posted on Dec 5 2006 at 11:39 PM said:How to disable sound?
Ok, i just tried it. The scaling doesn´t look as good as the scaled movie in mplayer and surely DaveC would rather swallow his pubic hair than use it for a minute, but i think its OK, much better than having thick black borders.critical posted on Dec 6 2006 at 03:47 PM said:Why don't you actually try it? The link I posted before is gpSP using the hardware blitter to scale to both fullscreen distorted and fullscreen aspect-correct... you don't need to use VBA to see it
Julius posted on Dec 6 2006 at 06:09 PM said:Hmm just a short question ZodTTD:
Is that Paypal link in your sig. accurate? It seems to link to a woman's paypal account... or is Dana a male name? Waiting with my donation till you confirm it... but exophase already got his
Fishbong posted on Dec 6 2006 at 04:32 PM said:Ok, i just tried it. The scaling doesn´t look as good as the scaled movie in mplayer and surely DaveC would rather swallow his pubic hair than use it for a minute, but i think its OK, much better than having thick black borders.
Exophase posted on Dec 6 2006 at 03:44 PM said:Can anyone confirm whether or not the hardware scaling can do filtering w/YUV input? If so it might be possible to make gpSP's native color space YUV without a big speed hit for most games; it already converts from GBA's color space to RGB 565 for the SDL versions. Since it happens at palette write time instead of with every frame it's pretty fast; the only caveat is that the alpha blending happens in the final color space, and I don't know if it can be done in YUV without losing a lot of speed and accuracy (if it's doable at all), and if the space is greater than 16bits per pixel that could be a problem too.
Actually it does, but Dave fears you might be "getting the wrong idea" and concern yourself with anything but giving him his "fs0 with sound" emu.DaveC posted on Dec 6 2006 at 07:11 PM said:No it doesn't do filtering. Just the standard and ugly pixel stretching.Exophase posted on Dec 6 2006 at 03:44 PM said:Can anyone confirm whether or not the hardware scaling can do filtering w/YUV input?
Fishbong posted on Dec 6 2006 at 06:17 PM said:Actually it does, but Dave fears you might be "getting the wrong idea" and concern yourself with anything but giving him his "fs0 with sound" emu.DaveC posted on Dec 6 2006 at 07:11 PM said:No it doesn't do filtering. Just the standard and ugly pixel stretching.Exophase posted on Dec 6 2006 at 03:44 PM said:Can anyone confirm whether or not the hardware scaling can do filtering w/YUV input?