HQ 3x: Uses lookup tables to create anti-aliased output. HQ 2x: Uses lookup tables to create anti-aliased output. Normal 4x: No filtering, scales the image by a factor of 4. Normal 3x: No filtering, scales the image by a factor of 3. Normal 2x: No filtering, scales the image by a factor of 2. Normal 1x: No filtering, no scaling (original resolution). There is always a speed penalty when using a scaler other than Normal 1x. If the game originally ran at a resolution of 320x200-which is typical for most SCUMM games-then using a graphics mode with a scale factor of 2x yields 640x400 graphics. The original game graphics are upscaled using different graphical filters, which are specialized algorithms used to ensure that low resolution pixel-art still looks good when it is displayed at a higher resolution. A comparison of SDL Surface software scalers ¶ This option only affects the aspect ratio correction and the final scaling related to the stretch mode. With this graphics mode the software scaler is not affected by the Filter graphics option. The image is then passed to SDL to apply the stretch mode and get the final result. With the SDL Surface graphics mode, a software scaler is applied to the game image, before applying the aspect ratio correction with a software vertical stretch. This scaling uses either bilinear interpolation or nearest neighbor interpolation depending on the Filter graphics option. This means that the aspect ratio correction and stretch mode are applied together in one step to go directly from the original game resolution (for example 320x200) to the final display resolution (for example 1280x960). With the OpenGL graphics mode the original game image is provided to the graphics card, and the graphics card stretches this image to the requested size. To switch between graphics modes, press Ctrl + Alt and 1 to 8. The most common ones are OpenGL and SDL Surface. Most platforms have either one or two available graphics modes. Render modes are only applicable to some older games that were designed to be played on multiple systems, and let us choose which system’s graphics to replicate. The aspect ratio correction in the SDL Surface mode introduces some irregularities that can be avoided with the OpenGL mode. This means that when you want to preserve pixels, you may prefer to use the OpenGL mode, especially if you use aspect ratio correction. For the OpenGL graphics mode there is no scaler and the aspect ratio correction and stretch modes are applied together in one pass to arrive to the final image. The graphics mode scaler, aspect ratio, and stretch mode settings work together to change the resolution and display of each game.įor the SDL Surface graphics mode, the scaler is applied first, then the aspect ratio correction, and finally the stretch mode. How do the graphics settings work together? ¶ This guide expands on the information contained on the graphics settings page.
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