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[Bug] Post-processing issues, more info needed #35
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I and others have posted some comparison shots in the Resetera PC thread when arguing about it, as I don't have Master Collection yet my MGS3 shots here are from emulated PS2 and PS3 versions respectively Master collection on PC acts the same according to these shots (those were taken with the older resolution mod IIRC) https://www.resetera.com/threads/metal-gear-solid-master-collection-vol-1-pc-performance-thread.777830/page-5#post-113929823 And finally Master Collection (also with the older mod) vs PS2 at native res In general the entire intro to MGS3 is a good example of that, cutscenes in the first chapter of MGS2 as well. In MGS2 the spotlight in the arena when you fight the first boss cast fake volumetric god rays which scale with resolution to IIRC. MGS2 in general has a bunch of post process effects broken in every version after PS2, this video goes into some detail about it |
Seen a lot of mentions about post-processing being broken when resolution is changed, not sure if anyone has tried making a comparison with them though (other than comparisons between PS2 & 720p HD collection).
Does anyone know any spot in the game where post-processing becomes noticeably different at different resolutions?
In RenderDoc I noticed they're creating some blurred render target buffers, looks like the resolution of those are being scaled with the game res though, eg. at 2560x1440 it creates 1280x720/640x360 buffers, while at 1920x1080 it creates 960x540/480x270:
eg at 2560x1440 game res:
![image](https://private-user-images.githubusercontent.com/1755499/279728605-bda1e330-5db7-4f34-93ff-53e21130086e.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjQwNjA0MzMsIm5iZiI6MTcyNDA2MDEzMywicGF0aCI6Ii8xNzU1NDk5LzI3OTcyODYwNS1iZGExZTMzMC01ZGI3LTRmMzQtOTNmZi01M2UyMTEzMDA4NmUucG5nP1gtQW16LUFsZ29yaXRobT1BV1M0LUhNQUMtU0hBMjU2JlgtQW16LUNyZWRlbnRpYWw9QUtJQVZDT0RZTFNBNTNQUUs0WkElMkYyMDI0MDgxOSUyRnVzLWVhc3QtMSUyRnMzJTJGYXdzNF9yZXF1ZXN0JlgtQW16LURhdGU9MjAyNDA4MTlUMDkzNTMzWiZYLUFtei1FeHBpcmVzPTMwMCZYLUFtei1TaWduYXR1cmU9YjgwYTI0OGE2ZWNjYzAxYWY0Y2EwMjg0N2FhNTNlOGUxMWQxNmZiYjBhZDcyMDViNjlmNDc5ZDhlNjUwYWYzMiZYLUFtei1TaWduZWRIZWFkZXJzPWhvc3QmYWN0b3JfaWQ9MCZrZXlfaWQ9MCZyZXBvX2lkPTAifQ.Y3W0rp-NTWzQ2y3SPZ600LAVtOWbEMgWjtsWz07OaPI)
![image](https://private-user-images.githubusercontent.com/1755499/279728536-e4832da8-4f5f-45ba-829c-21e9c1a8e345.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjQwNjA0MzMsIm5iZiI6MTcyNDA2MDEzMywicGF0aCI6Ii8xNzU1NDk5LzI3OTcyODUzNi1lNDgzMmRhOC00ZjVmLTQ1YmEtODI5Yy0yMWU5YzFhOGUzNDUucG5nP1gtQW16LUFsZ29yaXRobT1BV1M0LUhNQUMtU0hBMjU2JlgtQW16LUNyZWRlbnRpYWw9QUtJQVZDT0RZTFNBNTNQUUs0WkElMkYyMDI0MDgxOSUyRnVzLWVhc3QtMSUyRnMzJTJGYXdzNF9yZXF1ZXN0JlgtQW16LURhdGU9MjAyNDA4MTlUMDkzNTMzWiZYLUFtei1FeHBpcmVzPTMwMCZYLUFtei1TaWduYXR1cmU9MDEwZWY1MDk4NjE1N2ZjZDA0ZmEwYzNiMTQyNTVmZDliMTcxMjhiNzYyODdjMjc4ODIyMmQzNTcwZGYwZDc2YiZYLUFtei1TaWduZWRIZWFkZXJzPWhvc3QmYWN0b3JfaWQ9MCZrZXlfaWQ9MCZyZXBvX2lkPTAifQ.QBppaniMuRDS_dQAgUCeTl0qXCYahkql_HprNhvZYCo)
vs 1920x1080:
Very similar results there, though the 640x360 buffer maybe ends up being slightly sharper because of the increased res, or possibly there could be something in whatever shader applies these blur buffers which ends up resizing them.
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