Homebrew Question Anyway to upscale games in Retro-arch?

Dominator211

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The title explains the question. The games themselves run very well for what it is. I'm wondering if there is any way to upscale slightly PS1 games. I like playing Resident Evil 3 and im thinking about starting Code Veronica. ONly thing is the games look pretty terrible running at native resolution. So I was wondering if there are any enhancements that can be done. Also if I can Force 16:9 that would be nice too.
 
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you can go to the options tab via pressing right after it started then press Video and then go to the Resolution then enter this what you want i recommend using 16:9 :D
 

notimp

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To my knowledge only the n64 and psp cores allows for up scaling,up to 1080p and more i beleive
This, pretty much. :) Although there are many cores, I didn't test them all. :)

This is a limitation of the switch version of PCSXRearmed (the core), other versions can upscale. The switch version doesn't have Jit support ("hardware excelleration") coded into it, so it pretty much only runs 1x resolution "fast enough".

Another user commented, that he uses FXAA shader with FF8 and that it delivers good results on PSX games. Havent tested that myself, just sharing the information. :)
 
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The title explains the question. The games themselves run very well for what it is. I'm wondering if there is any way to upscale slightly PS1 games. I like playing Resident Evil 3 and im thinking about starting Code Veronica. ONly thing is the games look pretty terrible running at native resolution. So I was wondering if there are any enhancements that can be done. Also if I can Force 16:9 that would be nice too.
Codigo Veronica? how?
 

Dominator211

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This, pretty much. :) Although there are many cores, I didn't test them all. :)

This is a limitation of the switch version of PCSXRearmed (the core), other versions can upscale. The switch version doesn't have Jit support ("hardware excelleration") coded into it, so it pretty much only runs 1x resolution "fast enough".

Another user commented, that he uses FXAA shader with FF8 and that it delivers good results on PSX games. Havent tested that myself, just sharing the information. :)
will this feare be added int eh future?
 

pinbi7

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Using eboot or pbp of psx games on ppsspp to upscale? I havebt tried it my self but im curious to see how it would go
 

bi388

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I think OP is looking for checkerboard or higher native resolution. Retroarch is in fact already upscaling, but doing it in a very simple way that is made to retain the original look rather than enhance.
 

notimp

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Most of you in here are confused. ;)

OP is tatlking about render resolution (internal resolution a game is rendered in in the emulator), not just display buffer resolution (resolution of the output image). Difference. With one a games 3D content (polygons) is calculated at a higher resolution, with the other one, only the output image (think of it as a 2D image) is upresed.

2nd one takes almost no computing power and can be done in ones sleep. ;) 1st one would take hardware accelleration (GPU) on the Switch, which for PSX games (PCSX Rearmed), we dont have.

Best bet is to apply a shader to the 2D image, and hope it looks better.

Stretching an image isnt upscaling it either, thats just stretching it and is only concerning output resolution as well.

When will better be available? How does longway out to never sound? ;) Implementation isn't straight forward (as you see with PPSSPP core advancements on the beta status), there are other cores to unlock first. Theres basically only m4xw working on it.
 
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Billy Acuña

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Enhanced res for pcsx rearmed will come once aarch64 dynarec is implemented :)
Edit. For 16:8 aspect ratio I do recommend to use widescreen hacks, else you will get an awful stretched image (just don't ...)
 
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dormeus

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Enhanced res for pcsx rearmed will come once aarch64 dynarec is implemented :)
Edit. For 16:8 aspect ratio I do recommend to use widescreen hacks, else you will get an awful stretched image (just don't ...)

Could you elaborate a little bit on how to do this? Widescreen hacks I mean
 

notimp

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For PSX there arend that many, and the thread too look them up in is this one here: https://forums.pcsx2.net/Thread-PSOne-Widescreen-Patches

They usually come as gameshark cheatcodes, so you import and autoapply a cheat. In the thread above some are also provided as patches for the iso - those you patch in on the iso. :)

A good way to start would be to do so with a known good game: So lets take Zelda OOT on mupen 64 next, which works - with those codes. You can learn on that - and then apply what you learned on other games and systems.
 
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Hielkenator2

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so your saying i cant even push 720P on the switch interal display?
It is allready upscaled , I think you mean increasin resolution? AND MANTAINING YOU CURRENT SCALE?

In most if not all cases your TV should upscale what is fed into it.
Changing the resolution of older games is rareely possible. Nes game for insctance arent changed in resolutution, merely upscaled.
 

notimp

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Both are increasing resolution, but the difference between internal resolution and display (buffer) resolution is whats at stake here, and the difference is huge. :)

Remember, when Sony and MS were all like "we have ourselves 4K resolution consoles this generation", and then maybe 2 games ran at those resolutions, but - everything did _output_ 4k resolution?

Thats what we are looking at here as well. We want our games to be calculated at a higher internal resolution, which is where all the good stuff is at - we dont care so much about "display (buffer) output" resolution, because thats just the 2D output images (frames) uprezed ("scaled"). Thats the same every TV does - internally at no cost. Its easy.

Getting a game to run at a higher render resolution is much more costly performance wise. (And needs HW acceleration (dynarec), on the Switch, and pretty much everywhere else.)

What does higher internal resolution do - for starters, it creates nicer edge definition on polygon models, so every round surface looks better. But the current emulation cores dont stop there, they upsample textures, apply anisotropic filtering, and when this is then filtered on the 2D output image level, it looks much better, because the initial result a binaural filter (f.e.) gets applied to has much more detail and resolution to begin with.

Also higher internal resolution is the best form of anti aliasing available, also the most costly (performance wise :) ) - which is why DSR (nvidia "brand" term for upresing older PC games using their drivers, really is much more than just hype.

Look at this Video of Tomb Raider Legend (old game :) ) run at 4K resolution (with FXAA and 16x anisotropic filtering), and compare it to any normal 1080p output video of the game on youtube. Everything looks nicer.


For PSX the difference is huge as well, because those 3D models had such a low poly count on the original hardware - that even double resolution (720p roughly) makes a huge difference.

See:

Both output at the same 720p resolution, one just scales the display output frames, the other one the internal resolution.

Now display (buffer) output resolution we dont care so much about, thats just scaling the 2D frames that the GPU outputs in the end.
 
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