@sleve_mcdichael said in Does Each Core Handle Scanline Filters Different?:
Right, it is only "integer scaling" at those exact scale factors which may not work well if your overlays aren't similarly-sized.
Makes sense, thanks for confirming. I thought it might be an extra thing I can do to improve things overall, but the overlays are a must for my setup. But I'm very satisfied with the results already, so no harm no foul!
@dankcushions said in Does Each Core Handle Scanline Filters Different?:
@AlphaBetaPie your psx logo example is interesting and shows what i was saying nicely. the psx boot sequence goes through some interesting resolutions - that psx logo is actually 480i interlaced output. since it is an (i)nterlaced output, it would not generate scanlines on a real CRT, but the shader doesn't know this and applies anyway. by applying to a high(er) vertical resolution the scanlines appear all blurred and weird.
once you get in game, most psx games are more standard progressive resolutions (320p, etc), but not always. some games switched temporarily to interlaced higher resolution modes in menus, etc. so shaders aren't always going to be appropriate, but there's nothing you can do, other than remove them completely (or turn the boot logo off in core options)
integer scaling is not the issue here. and yeah it can change the aspect ratio from 4:3 (massively in some cases) and will not fit into your overlays (without additional borders). if it was good it would be the default :)
Again, thanks for confirming. I suspected as much, but it's also nice to see that it's just the nature of the emulator beast and not necessarily my setup. And as you mentioned, if it's giving me fairly accurate (and overall good) results, I can overlook little inconsistency here and there, like the bootup screens. I think the overall benefit (for my setup anyway) is worth the few little hiccups. Maybe they'll figure out things a bit better as the cores advance. Thanks!