[QUOTE=hunterk;22349]I’m not doing anything special, AFAIK. I use 3-point bilinear filtering for the texture scaling, but I don’t know that it matters in this case. I do know that using the glide plugin with nearest neighbor texture scaling makes for some ugly scaling issues.
Is it happening with all games on those cores or just some of them? All of the time or just some of the time? I’m wondering if it could be related to resolution changes, which were very common with both systems (for example, the PSX BIOS animation is interlaced 480i, as are many menus, while most of the games are non-interlaced, and it can switch back and forth repeatedly as needed).[/QUOTE]
I think the problem is resulting from the fact that I’m using a render resolution that is different from my display’s native resolution. All scaling problems vanish when I set my render resolution to 1080p, to match my display resolution. Of course, this means I’m playing in a tiny letterboxed window most of the time, which is annoying, but less so than scaling artifacts.
Since I’m using the Pi, this effectively means no shaders can be used, since the pi can’t handle shaders at a resolution above 960x720. Interlacing works, but puts further restrictions on window size.
I think the only solution is to always have integer scale on, set a custom resolution that is as close to 4:3 as I can get, and use an overlay for scanlines.
I never realized how much I hated fixed-pixel displays until now.