Screwtape |
Posted on 19-02-22, 06:41
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Full mod
Post: #128 of 443 Since: 10-30-18 Last post: 1101 days Last view: 172 days |
The release announcement and changelog is on the front page of byuu's site, but the permanent download link is on the official bsnes page.Posted by "Change log" The ending of the words is ALMSIVI. |
Screwtape |
Posted on 19-02-22, 06:57
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Full mod
Post: #129 of 443 Since: 10-30-18 Last post: 1101 days Last view: 172 days |
Because this isn't an official higan release, I've pushed it to a separate branch of the git repo. I don't expect any further releases in the v107 family, but if there are any, I'll put them also on the branch. For technical reasons the higan documentation site *does* provide docs for "higan v107" but that's for the hypothetical version of higan one might get by building higan from the bsnes source tarball. Most of it's not very relevant for bsnes, because the UI is quite different, but where the changelog says "firmware folder for unappended coprocessor firmware (see documentation for more)" you probably want to look at the "games with co-processor firmware" section of the higan v107 docs. The ending of the words is ALMSIVI. |
jarsonic |
Posted on 19-02-22, 19:38 (revision 1)
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Post: #1 of 4
Since: 11-29-18 Last post: 1896 days Last view: 636 days |
Excellent! Gave it a little run-through, and looks really nice and polished. :) Unless I'm missing something, there's not way to do full screen, is there? I know that process was surprisingly hacky in the past. Just wanted to confirm. [Edit] It's F11, duh. Never mind. :) |
Broseph |
Posted on 19-02-23, 01:54
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Post: #58 of 166 Since: 10-29-18 Last post: 1561 days Last view: 1238 days |
Once again: amazing. Truly. bsnes .107 has been a long time in the making and the (non-exhaustive) change list really shows this. So congrats on this major release ^_^ |
MT |
Posted on 19-02-27, 10:09 (revision 2)
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Post: #1 of 9 Since: 02-27-19 Last post: 2040 days Last view: 1927 days |
I wonder whether it’s going to support HiDPI after 5 years of the 4K era. This is how it currently looks by default in Windows 10 at OS-level zoom of 200% (note pixelization; Windows 7 uses blur instead of pixelization): This is how it looks with HiDPI mode forced (DPI-scaling disabled) via executable-file properties (note the Settings window and its contents are small and buggy-rendered): And this is how it should look like with proper HiDPI support (simulated with the slow and buggy “System (Enhanced)” DPI mode via executable-file properties — this mode is not actually a solution, just a better-than-nothing workaround for hopeless outdated software that bsnes and higan are hopefully not): Consider font size in the window titlebar as the reference size to figure out how it looks in reality. Same applies to higan. |
MT |
Posted on 19-02-27, 10:19 (revision 1)
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Post: #2 of 9 Since: 02-27-19 Last post: 2040 days Last view: 1927 days |
And can’t find a way to disable scaling blur and enable integer-ratio scaling (called “Integral scaling” in higan). Regression?.. This is how it looks in bsnes: This is how it looks in higan with “Integral scaling” enabled and all blur options disabled: |
Screwtape |
Posted on 19-02-27, 10:26
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Full mod
Post: #134 of 443 Since: 10-30-18 Last post: 1101 days Last view: 172 days |
> I wonder whether it’s going to support HiDPI after 5 years of the 4K era. You're in luck, byuu spent the past couple of days wrestling with Windows' HiDPI APIs to get things working. It won't be in v107, but it should be ready for v108 whenever that arrives. The ending of the words is ALMSIVI. |
MT |
Posted on 19-02-27, 10:39
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Post: #3 of 9 Since: 02-27-19 Last post: 2040 days Last view: 1927 days |
Posted by ScrewtapeCool, thanks. |
Near |
Posted on 19-02-27, 13:47
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Burned-out Genius Developer
Post: #16 of 51 Since: 10-30-18 Last post: 1419 days Last view: 1342 days |
The reason it took this long is because I didn't have a 4K monitor until very recently. I now own a really, really, really bad, low-quality one that manages 144dpi (150%.) Good enough I guess. To get rid of the blur in bsnes, choose Settings->Video Shader->None, and don't use the DirectDraw driver because that one lacks the ability to control the magnification filter. I just confirmed it works here. HiDPI in bsnes, well ... the core is undergoing a very large rewrite, and I will need to shift focus away to other things for a while, so v108 is a very distant thing. If bsnes v107 were to catch on, and there's significant demand for HiDPI, then I can backport it to a v107.1 or something release. In the mean time, I didn't notice any performance penalty from using "System (Enhanced)" mode with bsnes here. A few text labels clipped a bit, but it was entirely usable. |
MT |
Posted on 19-02-28, 08:22 (revision 6)
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Post: #4 of 9 Since: 02-27-19 Last post: 2040 days Last view: 1927 days |
Posted by byuuSounds familiar. Didn’t care about HiDPI on my sites too until bought a 4K monitor Dell P2415Q 4 years ago. Posted by byuuThanks, better than nothing, but Afaict, it just switches to Nearest Neighbour, not to integer-ratio scaling (called integral scaling in higan). Pure Nearest Neighbour leads to distortion due to pixels of different size at fractional scaling ratios. Posted by byuuWell, I demand this for 4 years already. :-) Posted by byuuI would still prefer to use it in regular DPI-aware-forced mode since I previously experienced heavy slowdown and graphics glitches with some VST instruments in the “System (Enhanced)” mode. So my current usage scenario would be this: first tweak the emulator settings at the default DPI settings (pixelated at integer ratios and blurry at fractional ratios in Windows 10 and always blurry in Windows 7), then switch to forced DPI-awareness for playing. Unfortunately I noticed some serious periodical jerkiness (stuttering) in the “Donkey Kong Country” (US, rev.2) (the only tested so far) game (e.g. in the very first level) compared with higan v106 — this looks like this: smooth and jerky performance are following each other each several seconds — maybe not time-related, but bound to some specific parts of the game level, not sure. So with this issue and missing integral scaling, I would probably still prefer higan in general for now, though such bsnes features as Zip archives loadable directly are nice. Though looks like neither keyboard nor gamepad work in higan again (though work when mapping keys in the settings window), and neither removing settings.bml nor switching the Advanced/Input dropdown help. :-( |
BearOso |
Posted on 19-02-28, 21:20 (revision 1)
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Post: #46 of 175 Since: 10-30-18 Last post: 1450 days Last view: 1450 days |
Posted by MT Sounds like you need the sharp-bilinear filter. Get the shader pack at https://github.com/hizzlekizzle/quark-shaders and extract all the .shader files into your user's AppData\Local\bsnes\shaders directory, which you need to create. Load up bsnes and select sharp-bilinear from the Settings->Shader menu, and voilà! It's pixelated, but no aliasing artifacts. |
Duck Penis |
Posted on 19-02-28, 22:45
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Stirrer of Shit
Post: #48 of 717 Since: 01-26-19 Last post: 1763 days Last view: 1761 days |
Posted by BearOso If I understand the source code correctly, it still has some artifacts since some lines will be sharper than others. (e.g. scale to nearest integer multiple, then the last mile with bilinear) There was a certain photograph about which you had a hallucination. You believed that you had actually held it in your hands. It was a photograph something like this. |
BearOso |
Posted on 19-02-28, 23:15
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Post: #47 of 175 Since: 10-30-18 Last post: 1450 days Last view: 1450 days |
Posted by sureanem In practice, because the scaling ratio is so high, especially on a 4k monitor, you don't notice that. There's a couple other options in that shader pack that do something similar with different methods that change this up, AANN and Pixellate. Smoothstep and Quilez filters aren't available in that pack, but they will give you the complete uniformity you want, as they're more alike to band-limited sampling. They won't be as sharp, though. |
MT |
Posted on 19-03-07, 18:33 (revision 6)
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Post: #5 of 9 Since: 02-27-19 Last post: 2040 days Last view: 1927 days |
Posted by BearOsoThanks, interesting option potentially useful in some scenarios. However I personally prefer to be sure scaling is actually pixel-perfect, not just that resulting image looks pixelated enough. My point here is different though: the new bsnes v107 lacks the important feature higan already has since the version 104 (2017-08-12) — it’s called “Integral scaling” in higan settings: Settings → Video → Windowed Mode / Fullscreen Mode → Integral scaling. Update: Incidentally reading the current higan docs (apparently related to the new unreleased-yet higan version that is going to feature a revamped user interface), I figured out that the integral scaling is now apparently used by default in the “Center” mode instead of the forced 1x scale. Same applies to bsnes v107+. |
MT |
Posted on 19-03-07, 21:35 (revision 4)
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Post: #8 of 9 Since: 02-27-19 Last post: 2040 days Last view: 1927 days |
Posted by byuuForgot to mention the crucial difference between the “System (Enhanced)” workaround and the true DPI-aware mode: with the workaround, the application actually works at a virtual resolution proportionally smaller with OS-level zoom. So e.g. on a 4K monitor at 200% zoom in Windows, the app works as if the monitor resolution was Full HD. When using integer-ratio scaling (“Integral scaling” in higan v104+ and “Center” in bsnes/higan v107+), non-DPI-aware modes potentially lead to wasting screen space due to thicker black borders around the image than they could be in the true DPI-aware mode. Aspect-ratio correction may also be less precise. For example, in bsnes v107 with the “Center” output mode, on a 4K monitor in both the default non-DPI-aware mode and the “System (Enhanced)” mode, the ratio is 8 and the black bars above and below the image are 184+184 physical pixels. In the true DPI-aware mode, the ratio is 9, and the black bars above and below the image are 72+72 physical pixels. So the lost space is 2.5 times smaller. Also, the pixel-size fluctuation during aspect-ratio correction is much more significant in non-DPI-aware modes (8×8–8×10 — 25%) than with true DPI-awareness (9×10–9×11 — 10%). |