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I'd be very into this type of mod... although the pixelated look has it's own 'charm'.
Check out an LP of the PSP version to see the unfiltered version in action. The battle backgrounds look nearly the same with bilinear filtering on than with it off. It's mostly the character/enemy models that show great improvement with the filter on.
I hope this is the case as well. I agree that the pixelated look has its moments, but most of the 3D models, especially enemies, just look so much better with it on. The big models in particular use very low resolution textures compared to the ground and walls around them (the Before picture is a great example of that; just compare one of its scales/fins to the floor tiles!), and the filtered version goes a long way towards bridging that gap.
What you are asking for is texture scaling filters..
Totally different things.
The textures are filtered with AF as it is. They just just super low res, even after the upgrades for the Mobile/PC version from the DS ver.
If someone can extract all of the textures from the game, you can use Waifu 2x or the ImageResizer from this
https://code.google.com/p/2dimagefilter/
Which has a TON of different available scaling/filtering methods to use.
Or look for someone to develop a method like used in PPSSPP or here http://blog.metaclassofnil.com/?p=763 to custom scale the textures in real time.
No switch in driver software to enable texture filtering is going to do what you want.
The two routes I could see going are:
The long road - change the sprites by taking the original assets and applying a filter - reloading them back into the archive
The short road - finding a way to mod the way the game filters textures as they are pulled into the game
I think the short road, therefore, cuts right to the heart of the problem, by giving the game a way to actually display textures more clearly. I don't know how feasible it would be to make a mod like that, but I definitely appreciate that someone's at least looking into it. Keep it up!
Comparison: 720p no AA vs 4.5x SSAA + 8xSGSSAA
http://screenshotcomparison.com/comparison/157014
Also: I'm pretty sure it's not emulated, it'd be less effort to port the games than emulate them. Especially considering mobile and all.
https://www.youtube.com/watch?v=TgKKSr765_0
I figured the game used AF but the textures were just so low res and intentionally blocky.
Turns out, forcing AF at the driver level doesn't work(Which is a first)
But finding the right OGL>D3D9 wrapper and using GeDoSaTo (Which has an option to force AF on all surfaces for certain games.)
Provided this results,
it's not very pretty. But also it's unplayable as there are flashes of black on teh screen constantly, the title screen is blank with just text. And the whole screen goes black after about 2 seconds.
http://screenshotcomparison.com/comparison/157022
Compared to the AA example above
http://screenshotcomparison.com/comparison/157023
Personally I feel like the latter looks better.
So I think I stand by my prior statement that Texture Scaling Filters would be the better option. It wouldn't be too hard to batch process them once the right algorithm is found.
Unfortunately, since drivers after 347.88 there is a bug with certain games and forcing AA which causes the games to stutter like mad...FFIV wrapped to DX9 suffers this.
So downsampling is the only available method and that's tricky.
In the "bin/release" folder is "OpenGl32.dll" extract this to the FF4 directory with "FF4.exe"
Follow the instructions to set up a permanent home for it .
"FF4 || Final Fantasy 4" (IT HAS to be named this)
Save the Whitelist
http://pastebin.com/jSLkCgDf
You will need to replace 3 entries , Rendering resolution, Present Resolution and Override resolution.
Then, you have to set your desktop resolution to the resolution you are going to downsample with, using DSR or VSR. For it to work, so say you want to use 4k on at 1080p monitor. Replace the 3 entries above with 3840x2160, enable DSR and set your desktop to 2160p. And then launch FFIV's launcher, set that resolution with Full screen enabled
Then the game should launch and you should have downsampling. Huzzah.
http://u.cubeupload.com/MrBonk/aefaefzfzef.jpg
If you don't know how about Nvidia Inspector, here's a guide
http://forums.guru3d.com/showthread.php?p=5183388
By default with the OGL renderer, all you need is the in game full screen vsync+a 30FPS cap from RTSS to get proper pacing.
I personally find the black outlines distracting, but here's the option for you if you want it
AA comparison.
NoAA Wrapped 16xAF vs 4.5xSSAA 16xAF+driver FXAA
http://screenshotcomparison.com/comparison/157028
It's a huge improvement overall, though there are a few unexpected animation-related quirks. For instance, the moving gears on the walls in the Tower of Zot are severely glitched, and the save point circle moves around the same way the gears do[i.imgur.com]. Still though - again - most of the game looks so much better now.
I personally play the game in windowed mode at 1280x768 resolution, as that's one of the only resolutions that doesn't letterbox or pillarbox the display. I'm using a variant of your second config file that downsamples the game from 2560x1536 rather than 2732x1536 (to keep the ratio at 5:3 like the original) and it looks great. I will try some different resolutions and tweaks and see if something can be done about the moving sprites on the walls/floor. Thanks so much for all your hard work so far!
Works great with FF4:TAY as well, just tested.