do you use integer scaling when emulating shit? why or why not?
>>12552485>ring artifacts on bothyour example is shit.
>why not?they're not needed with crt shaders
>Faster Than LightAre you emulating a PC from 2012 or what the fuck is going on?
>>12552485>sharp bilinear shader > integer scaling
i just tend to use integer scaling on my retrotink 4k
>>12552485Integer scaling is great for high resolution systems with 1:1 pixel aspect ratio. PC-98 games have a resolution of 640x400. I have a 1440p monitor, so the best way for me to upscale them is 3x integer scaling. Sharp pixels are vastly preferable to the blurry mess the image turns into when scaling by a non-integer factor, so integer scaling is worth it despite causing letterboxing on all 4 sides.For platforms with more conventional resolutions, it's better to use sharp-bilinear (or plain old nearest-neighbor if your emulator doesn't support sharp-bilinear). The larger the scale factor, the less noticeable upscaling artifacts (blurriness in sharp-bilinear, uneven pixels in nearest-neighbor) become. With modern display resolutions, upscaling artifacts are virtually invisible when upscaling the common resolutions used by the major consoles.If a system's PAR isn't 1:1 (for example the SNES has a PAR of approximately 8:7), integer-scaling will cause the image to be the wrong aspect ratio (unless you're able to upscale each pixel to exactly match the PAR, but that's only feasible at 4K, and if you're using a 4K monitor, you can use a different upscaling algorithm without issue anyway).
>>12552485Linear interpolation is utterly grotesque. I don't understand why it was ever even an option.
>>12552485I use integer scaling unless the emulator and system I'm using can run good filters, because I hate blurry/fuzzy graphics and uneven pixels.
>>12552485Not retro
>>12552485if i'm running it in a window there's no reason not toin fullscreen it's getting interpolated
>>12552485Who the fuck cares what other people do? Why is this a fucking thread, retard? Can you not make your own choices? Are you that helpless?
>>12552639>that 8:7 aspect ratio
>>12555838I prefer my pixels to be square.
>>12553041One of the reasons why I use Retroarch is that I can use sharp-bilinear-simple with literally every core
>>12552485no, but for TFT consoles i use Sharp Shimmerless Shader to make non-integer scaled games as sharp as they can get, that way my gridline overlay still looks great.for home consoles it's not important, any kind of interpolation and a glow shader plus a crt overlay looks excellent
>>12553669ebin maymay my dood xdxd