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Rio_Brando
Joined: Thu May 29, 2014 10:04 pm Posts: 13 Location: Maryland
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 Best Visuals for Policenauts
Going back to the first time of when I played Policenauts, I remember everything lookin sharp-ish,clear, and readable. Now it could be just old memories tricking me, but on my 2nd playthrough of Policenauts, it looks, worse? I can still understand the words and read everything. It just seems like it doesnt look as good as it used to. I've been using ePSXe with Peop's Soft Driver 1.18. Anyone have any idea to "maximize" Policenauts to a better look? http://i.imgur.com/ZdHUuf2.pnghttp://i.imgur.com/fIBKbIn.png
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Thu May 29, 2014 10:46 pm |
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SnatcherMkII
Runner
Joined: Sat Mar 03, 2012 3:30 pm Posts: 141
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 Re: Best Visuals for Policenauts
I haven't tested it, but I heard Mednafen PSX is the best Playstation emulator to play 2D PSX games thanks to its native resolution and its high degree of accuracy and compatibility. If you want to use it, I suggest using RetroArch with an Mednafen PSX libretro core, since RetroArch uses shaders to make the video looking like a CRT TV for example. Here's the download: http://www.libretro.com/index.php/downloads/
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Fri May 30, 2014 4:44 am |
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Rio_Brando
Joined: Thu May 29, 2014 10:04 pm Posts: 13 Location: Maryland
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 Re: Best Visuals for Policenauts
Thanks man, it took sometime figuring out how retroarch works, but after i managed to figure out everything and loaded up Policenauts with a dithering shader the game looked great. One thing so far is that I don't see any mouse support, but i can deal with using a controller.
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Fri May 30, 2014 11:20 am |
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Artemio
Site Admin
Joined: Wed Oct 06, 2004 11:33 am Posts: 2904 Location: Mexico
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 Re: Best Visuals for Policenauts
Try linedoubling, no filters and scanlines at 25%
_________________ From the mathematical perspective, consciousness might be regarded as a second derivative of sensation. -- Terrel Miedaner
[Junker HQ]
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Fri May 30, 2014 7:12 pm |
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AwesomeBrand
J.U.N.K.E.R.
Joined: Sun Apr 10, 2011 11:14 am Posts: 281 Location: Outskirts of Neo Kobe
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 Re: Best Visuals for Policenauts
for shits n giggles visual comparisons between different emulators would be nice. That or I could NOT be lazy and download medafan
_________________ "Games are a study about people." - Hideo Kojima 2004 "To fans and myself, games are a dream." - Keiji Inafune 2003 "Games are life itself." - Hiroyuki Kobayashi 2003 "Why're ya taking this game so seriously?" - Beat Takeshi 1986
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Fri May 30, 2014 9:37 pm |
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Rio_Brando
Joined: Thu May 29, 2014 10:04 pm Posts: 13 Location: Maryland
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 Re: Best Visuals for Policenauts
This is just going to boil down to me experimenting for a couple hours trying to get this to look the greatest it can. I'll probably post some shots if i actually get anything good.
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Sat May 31, 2014 12:24 pm |
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Artemio
Site Admin
Joined: Wed Oct 06, 2004 11:33 am Posts: 2904 Location: Mexico
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 Re: Best Visuals for Policenauts
Here's how it looks like when played on a real playstation via RGB21, using an upscaler and scanlines, displayed on a 1080p LCD TV set: PolicenautsThe upscaler just does line doubling with scanlines, to 480p of course. That's why I recommend these settings.
_________________ From the mathematical perspective, consciousness might be regarded as a second derivative of sensation. -- Terrel Miedaner
[Junker HQ]
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Sun Jun 01, 2014 4:14 pm |
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Rio_Brando
Joined: Thu May 29, 2014 10:04 pm Posts: 13 Location: Maryland
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 Re: Best Visuals for Policenauts
After playing around in ePSXe more, this is what i've achieved, rendering it at 640x480p. http://i.imgur.com/6u0vDan.pnghttp://i.imgur.com/oYPxJL3.pnghttp://i.imgur.com/hPPV41d.png
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Sun Jun 01, 2014 8:13 pm |
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Marc
General
Joined: Thu Oct 14, 2004 2:46 am Posts: 3379
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 Re: Best Visuals for Policenauts
Nice avatar, fellow Marylander. 
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Mon Jun 02, 2014 10:51 am |
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Rio_Brando
Joined: Thu May 29, 2014 10:04 pm Posts: 13 Location: Maryland
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 Re: Best Visuals for Policenauts
Marc wrote: Nice avatar, fellow Marylander.  thanks man, i'm sure some people understand as to why i have it as my avatar ;^)
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Mon Jun 02, 2014 7:53 pm |
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best name ever
Second Lieutenant
Joined: Mon Jul 20, 2009 1:49 pm Posts: 357
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 Re: Best Visuals for Policenauts
Rio_Brando wrote: Thanks man, it took sometime figuring out how retroarch works, but after i managed to figure out everything and loaded up Policenauts with a dithering shader the game looked great. One thing so far is that I don't see any mouse support, but i can deal with using a controller. Mednafen does have mouse support for the PSX. The Retroarch core of it should still have it available, though I don't know if they've changed the way its enabled. Try pressing "Ctrl+Shift F1" and see if you can cycle through types of controller inputs, like in vanilla Mednafen. EDIT: Artemio wrote: Here's how it looks like when played on a real playstation via RGB21, using an upscaler and scanlines, displayed on a 1080p LCD TV set: Policenauts That looks really nice! Thanks for sharing that Artemio 
_________________ What Button Do You Press To Jump!?!
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Wed Jun 04, 2014 8:19 am |
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AwesomeBrand
J.U.N.K.E.R.
Joined: Sun Apr 10, 2011 11:14 am Posts: 281 Location: Outskirts of Neo Kobe
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 Re: Best Visuals for Policenauts
Artemio wrote: Here's how it looks like when played on a real playstation via RGB21, using an upscaler and scanlines, displayed on a 1080p LCD TV set: PolicenautsThe upscaler just does line doubling with scanlines, to 480p of course. That's why I recommend these settings. ... ... ... And I thought scanlines were useless things that just made the screen darker.
_________________ "Games are a study about people." - Hideo Kojima 2004 "To fans and myself, games are a dream." - Keiji Inafune 2003 "Games are life itself." - Hiroyuki Kobayashi 2003 "Why're ya taking this game so seriously?" - Beat Takeshi 1986
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Wed Jun 04, 2014 5:31 pm |
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Artemio
Site Admin
Joined: Wed Oct 06, 2004 11:33 am Posts: 2904 Location: Mexico
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 Re: Best Visuals for Policenauts
AwesomeBrand wrote: And I thought scanlines were useless things that just made the screen darker. Scanlines are part of the video signal, in a way. These games are (were) all displayed in 240p mode (or 288p in PAL), hence only half of the video signal was used vertically. Horizontally, an analog equivalent of pixel doubling happens. When a CRT was big enough, say bigger than 21 inches, the scanlines are quite noticeable. Of course this depends on your sitting distance. If you consider the display the system was using, then you consider that scanlines are an integral part of the look and image of the game. If you consider the image ends at the digital level, in the framebuffer of the console if one exists, then you don't consider scanlines to be a part of the look. I consider the second opinion incorrect as you might assume, since the game system was only capable of giving its output as an analog signal that was displayed only in this manner.
_________________ From the mathematical perspective, consciousness might be regarded as a second derivative of sensation. -- Terrel Miedaner
[Junker HQ]
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Wed Jun 04, 2014 5:40 pm |
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best name ever
Second Lieutenant
Joined: Mon Jul 20, 2009 1:49 pm Posts: 357
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 Re: Best Visuals for Policenauts
AwesomeBrand wrote: And I thought scanlines were useless things that just made the screen darker. Definitly not. The scanlines on old CRT's were, for the most part, taken into consideration when making the graphics for older console games. Think of it like grain on older movies. EDIT: Looks like Artemio beat me to the punch. He explains it better then me.
_________________ What Button Do You Press To Jump!?!
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Wed Jun 04, 2014 5:48 pm |
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Rio_Brando
Joined: Thu May 29, 2014 10:04 pm Posts: 13 Location: Maryland
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 Re: Best Visuals for Policenauts
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Wed Jun 04, 2014 10:14 pm |
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Rio_Brando
Joined: Thu May 29, 2014 10:04 pm Posts: 13 Location: Maryland
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 Re: Best Visuals for Policenauts
best name ever wrote: Rio_Brando wrote: Thanks man, it took sometime figuring out how retroarch works, but after i managed to figure out everything and loaded up Policenauts with a dithering shader the game looked great. One thing so far is that I don't see any mouse support, but i can deal with using a controller. Mednafen does have mouse support for the PSX. The Retroarch core of it should still have it available, though I don't know if they've changed the way its enabled. Try pressing "Ctrl+Shift F1" and see if you can cycle through types of controller inputs, like in vanilla Mednafen. I tried alot of things to get the mouse to work, even did it through the settings and it seemed like nothing wanted to work. I had to navigate the little bit with my keyboard around the game.
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Wed Jun 04, 2014 10:16 pm |
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TechNoir
Runner
Joined: Mon Jan 07, 2013 4:25 am Posts: 183
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 Re: Best Visuals for Policenauts
I think it's too blurry, stick with the ePSXe.
_________________ Holy shit I'm smoking in SPAAAACE! - AwesomeBrand
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Thu Jun 05, 2014 6:44 am |
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best name ever
Second Lieutenant
Joined: Mon Jul 20, 2009 1:49 pm Posts: 357
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 Re: Best Visuals for Policenauts
TechNoir wrote: I think it's too blurry, stick with the ePSXe. Yeah it looks smudged up, not exactly what I prefer either. Though it's also stretched to wide screen, voiding its originial aspect ratio (full screen 4:3). Stretching it to widescreen makes everything look off.
_________________ What Button Do You Press To Jump!?!
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Thu Jun 05, 2014 8:27 am |
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Rio_Brando
Joined: Thu May 29, 2014 10:04 pm Posts: 13 Location: Maryland
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 Re: Best Visuals for Policenauts
Here's some more shots done in 4:3, I'm still messing around with the settings seeing what they bring. http://i.imgur.com/ecVKXmb.pnghttp://i.imgur.com/5fQ1mMb.pnghttp://i.imgur.com/QhFdRGE.png
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Thu Jun 05, 2014 1:50 pm |
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TheThrillness
Joined: Thu Dec 05, 2013 8:14 am Posts: 12
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 Re: Best Visuals for Policenauts
Artemio wrote: Here's how it looks like when played on a real playstation via RGB21, using an upscaler and scanlines, displayed on a 1080p LCD TV set: PolicenautsThe upscaler just does line doubling with scanlines, to 480p of course. That's why I recommend these settings. Is that from the XRGB 3? I wonder what the XRGB Mini upscaling to 720p/1080p would look like. I guess it would pretty much just look like what the PSN store game would look like if you enable PS upscaling. I guess if anybody wants I can take 1080p upscaled PS3 screenshots and post them to compare against emulators or something.
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Fri Jun 06, 2014 11:07 am |
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Artemio
Site Admin
Joined: Wed Oct 06, 2004 11:33 am Posts: 2904 Location: Mexico
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 Re: Best Visuals for Policenauts
TheThrillness wrote: Is that from the XRGB 3? I wonder what the XRGB Mini upscaling to 720p/1080p would look like. I guess it would pretty much just look like what the PSN store game would look like if you enable PS upscaling. I guess if anybody wants I can take 1080p upscaled PS3 screenshots and post them to compare against emulators or something. Yes, that was an XRGB-3 outputting 480p via VGA and my TV upscaling it to 1080p, since that set did very linear scaling when dealing with VGA signals. The mini looks just the same in 720p, but via HDMI. Via 1080p it has a bug with scanline display though. It looks way better than a PS3, I've compared them personally. Unfortunatelly the PS3's output is very poor in this regard.
_________________ From the mathematical perspective, consciousness might be regarded as a second derivative of sensation. -- Terrel Miedaner
[Junker HQ]
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Fri Jun 06, 2014 2:26 pm |
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TechNoir
Runner
Joined: Mon Jan 07, 2013 4:25 am Posts: 183
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 Re: Best Visuals for Policenauts
If only those devices weren't so big and expensive.
_________________ Holy shit I'm smoking in SPAAAACE! - AwesomeBrand
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Fri Jul 25, 2014 4:06 pm |
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Artemio
Site Admin
Joined: Wed Oct 06, 2004 11:33 am Posts: 2904 Location: Mexico
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 Re: Best Visuals for Policenauts
They are not big at all. The xrgb mini is the size of two dvd cases stacked.
As far as price goes, I figure it is the price of three or four current gen games that unlock the full potential of my old console library.
_________________ From the mathematical perspective, consciousness might be regarded as a second derivative of sensation. -- Terrel Miedaner
[Junker HQ]
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Fri Jul 25, 2014 4:30 pm |
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