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How do you apply filters to PC games?

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Thread replies: 18
Thread images: 3

File: NYJcO.png (534KB, 1152x648px) Image search: [Google]
NYJcO.png
534KB, 1152x648px
How do you apply filters to PC games?
>>
>>3232693
>filters
>>
>>3232693
This'll go down fast...
>>
>>3232693
SweetFX
>>
There's literally nothing wrong with filters. Some games desperately need them to iron out the edges a bit.
>>
I have a better question. My old graphics card sometimes applies a bilinear filter to games, when it shouldn't. There are no options for that sort of thing anywhere in its configuration. Is there a way to force nearest neighbor scaling in all games?
>>
>>3233124
How noticeable is it? I like nearest neighbor and bilinear
>>
>>3233124
check if it's your graphics card or your monitor. Some monitors will bilinear-filter the input when upscaling if it's below a certain resolution
>>
File: 1450029097088.jpg (15KB, 312x312px) Image search: [Google]
1450029097088.jpg
15KB, 312x312px
>>3233095
>>
>>3233356
It's definitely the card. It imagine it happens when games try using video memory. I guess a way to force usage of system memory in games without the option is what I'm after.

>>3233282
Very. Unfortunately (or fortunately) I haven't played any retro games recently with the problem. Emulators always let me choose system memory, and I didn't have the problem with any other games, as far as I remember.
>>
>>3233124
You mean on the whole screen, not textures or sprites, right?
Anyway, give an example of game, even better with screenshot.
>>
>>3232693
I wonder this too. Basically I don't want to play any none HD game outside of retroarch because I miss the awesome shaders.
There must be a way to apply shaders on standard pc gamers, right? For example to play rayman 2 or something
>>
you can use some shaders on DOSBox, though that's mostly for the 320x200 games. In theory you could sneak a shader into the pipeline of a glidewrapper, but it seems to be low priority for understandable reasons. Computers running on resolutions beyond 640x480 never had very visible scanlines, and assumed square nearest-neighbor pixels, which is pretty much what present day monitors and outputs do. If you do use scanline based shaders for 320x200, remember that the output is 320x400
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>>3233808
Dosbox shaders are ugly and outdated.
>>
>>3233093
This. And it's called Resahde now. Don't see me wrong, I only used it to get antialiasing (it does SMAA with depth information, not just filters) in Dreamcast emulator.
>>
>>3233821
Daum allows writing shaders in HLSL. Go nuts
>>
File: FILTERS.jpg (156KB, 640x640px) Image search: [Google]
FILTERS.jpg
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>>3232693
You don't.
Thread posts: 18
Thread images: 3


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