TASEmulators / TASEmulators/BizHawk

Request: Is this possible (temporal antialiasing)

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#496 4 comments 0 reactions 1 assignee View on GitHub

@zeromus is already working on this.

Since Sep 16, 2015.

App: EmuHawk Repro: Patch pending Request: Feature/Enhancement
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Description

Is merging frames possible for some Playstation games?

I'm probably using the phrase incorrectly, so let me explain. There are several polygonal Playstation and some sprite games (mostly Namco ones), that are half-high resolution ( 320x480 or 640x240, or bigger like 365x480), and I don't know if it's a high-resolution thing or a Namco thing, but when the characters move, their model or sprite look like they break into what looks like interlaced lines (for a lack of better terms).

Look at your ship, the enemy, and bullets to see what I mean:
xevious 3d-g usa 2015-09-08 15 53 29

That is easily seen in games like Tekken 3 and Xevious 3D collection. But not in titles like Rage Racer or Ace Combat 3, so maybe it's an 'effect' they add and not a direct consequence of a high-res mode. I don't remember seeing that 'effect' in the real Playstation or in the Arcade version of Tekken 3.
I assume the blurriness of CRTs hid that effect, or maybe even made them transparent.

So I thought about this game Boy game called Chikyuu Kaihou Gun ZAS, which has alternating backgrounds. On the real system both backgrounds look like one, but on emulators you see them flickering on/off. There's an emu called KiGB that allows you to merge frames, or bleed one frame into another, and for that specific game, the background effect looks accurate.

I was wondering if the same option can "fix" that breaking effect those Playstation games suffer from?


edit: The GB title is a.k.a. Chikyū Kaihō Gun ZAS or just ZAS (which I think is a pun? sounds like "the Earth"?) and appears to be emulated correctly by the Gambatte, GBHawk, and SameBoy cores in 2.9.1, though 'correctly' here means flickering. --yoshi

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