[QUOTE=hunterk;21087]
*clipped
There’s another complication in that you’re using 4:3–which is good; that’s what I use–so even if you did integer scaling on the y-axis, you’d have non-integer scaling on the x-axis because of the pixel aspect ratio being something other than 1:1 (which is why there’s a 1:1 PAR option in the aspect ratio indexes, in case you would rather have a funky aspect ratio than occasional warped/blurry pixels). This is actually what the pixellate shader was specifically designed to deal with: integer scaling on the y and then very slight blurring on the x and still get to keep your 4:3 aspect ratio.
In other words, it’s simply not possible to get perfect scaling and have a 4:3 aspect ratio (for most systems; I’m sure there’s an exception somewhere, but NES isn’t one of them). Pixellate and sharp-bilinear get you as close as possible, and you can minimize warping/blurring even further by using integer scaling on the y axis.
EDIT: yeah, running RetroArch in KMS/EGL context from a linux console is awesome. You can get roughly the same feeling from Windows if you set Hard GPU Sync to 0 frames, but it greatly increases CPU overhead.[/QUOTE]
edit: realised my post didn’t make sense because I was misunderstanding the meaning of “pixel aspect ratio.”
Is the scaling problem the reason why Wii U VC games have the bilinear filter (since the Wii U is 1080p)? I always wondered about that.
Is there a way to make the bilinear filter have less of a blurring effect? Would 720p as opposed to 1080p make a difference?
is there a way to get scanline.glsl to play nice with bilinear filter-sharp? Are they just fundamentally incompatible or could they be coded differently so that they work together?
What about trilinear filtering? Would that reduce bluriness compared to bilinear filtering?
Sorry for the onslaught of questions, and thanks for all your answers so far!
Edit: Progress!! I set a custom resolution for RA of 1024x720 in the RA config. Then I set my preferred resolution for nestopia to 720p via the launch options, and set RA render res to “config.” I then turned on integer scaling and turned off crop overscan. With this setup, I get fullscreen 4:3 picture with no scaling artifacts, and I can use the scanline.glsl shader! This is awesome. Just thought I’d pass this along for anyone who is having similar issues. This might be the best setup for retropie users who want the most “authentic” look possible. So it seems that it is possible to get full screen picture in 4:3 mode with no scaling artifacts by playing around with the resolution options.
Edit 2: another update - looks like I am still getting some slight scaling artifact on the x axis that was unnoticeable when I did my first test. I must be slightly off with 1024 - I was assuming 256x240 as the internal resolution of the NES. Is this not correct?
It seems that I can fix the vertical scaling at 1080p by setting the RA render res to 1536x1080. Again though, I get some barely noticeable scaling artifacts on the x axis. I have to turn off integer scaling for this to work, since I’m multiplying by 6 and 4.5. I wonder why I’m still getting these slight artifacts on the x axis.