Unreasonably blurry at integer scaling ratios (e.g Full HD on 4K monitor: 1×1→ 2×2 pixels)

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MT_
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Joined: Sun Mar 18, 2018 8:35 pm

Unreasonably blurry at integer scaling ratios (e.g Full HD on 4K monitor: 1×1→ 2×2 pixels)

Postby MT_ » Sat May 26, 2018 8:22 pm

I’m a 4K-monitor owner, but for performance reasons I use Full HD resolution.

But then GRIP gets BLURRY. Visual quality is irreversibly lost.

Unreal Engine has support for NONblurry scaling that can be enabled with the `r.Upscale.Quality = 0` console variable.

Please provide a GRIP option for enabling the Unreal Engine’s built-in nonblurry scaling.

Rollcage successor deserves this. Thanks.
Last edited by MT_ on Fri Jul 06, 2018 2:21 pm, edited 2 times in total.

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Broscar
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Re: Blurry at non-native resolutions (e.g Full HD on 4K monitor)

Postby Broscar » Tue Jun 05, 2018 8:06 am

Visual quality is irreversibly lost because you're upsampling. There's no going around it.
https://docs.unrealengine.com/en-us/Eng ... Percentage
Setting upscale quality to use an inferior filtering method will only make it look worse. As in blurry and aliased at the same time.

MT_
Posts: 11
Joined: Sun Mar 18, 2018 8:35 pm

_Integer_ ratio is key point

Postby MT_ » Sun Jun 10, 2018 6:21 pm

Broscar wrote:Setting upscale quality to use an inferior filtering method will only make it look worse. As in blurry and aliased at the same time.

Thanks. I clearly understand what I’m (and other 1700 people) requesting, what upscaling is, what Nearest Neighbour is, and how it is different from Bilinear.

The KEY POINT is that Nearest Neighbour is LOSSLESS at INTEGER ratios, while Bilinear is always lossy.

Image

For example, at FHD (1920×1080) resolution on 4K (3840×2160) monitor, the ratio is exactly 2. So each rendered pixel can be represented as a square group of exactly 4 (2×2) physical pixels of the SAME color not affected by colors of sibling rendered pixels. Pixels of an FHD image on 24" 4K monitor are almost indistinguishable, so please don’t worry about that we would see those squares.

For additional information, please see my thorough article about the scaling blur issue.

Please also see my web-based live demo of what scaling we need.

Hopefully the point is now clear enough. Please let me know if it’s not.

For what it’s worth, I purchased the GRIP game in Early Access EXACTLY to request this feature. I believe such innovative teams as yours can do really great things that big inert companies are unable to. And proper — nonblurry — scaling is one such great things. Implementing the feature would give GRIP a competitive advantage over all existing commercial 3D games.

Please note that I’m asking for an OPTION, so that nonblurry scaling could only be enabled by those who like it, while being disabled by default and thus not affecting those who don’t care.

Thanks.


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