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Now the dynamic resolution is computed according to the last 2 frames, instead of 1. This prevents some needless resolution changes caused by flickering lightstyles, making the dynamic resolution become more stable and helping to set the increasing resolution framerate threshold to 1 frame lower.

And now the upscaling of the screen warping effect uses a combined table for both the upscaling and the warping, so it has zero impact on performance when compared to the unscaled screen warping.

Right now I'm going to reorganize the framerate-based viewsize calculator, and implement the postprocessing mode indexing system. These tasks can be done quickly to wrap up everything about the dynamic resolution feature, so I can move on to fixing the 2D GUI crash.

And after reflecting upon it, there seems to be no good way to make the interlaced rendering work well in conjunction with the dynamic resolution. Toggling the interlaced rendering during gameplay gives a very big difference in framerate too suddenly, which would mess up the framerate-based viewsize calculator. I'm still thinking about what to do with the interlaced rendering, but there should be a way to use it during intermission at least (which would be good for maps that displays visually complex areas during intermission, such as Bridge Lockdown).

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