PPSSPP运行最终幻想4完整收集世界地图撕裂和延迟解决办法

2018-03-27 来源:安卓模拟社区 作者:佚名

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 直接放出解决办法

这很简单 - 不要使用纹理缩放,它在2D游戏中很少运行,并且通过设计打破基于tileset的精灵,因此关闭它可以解决您的问题。

设想一个简单的纹理,由许多小方块组成,当你使用纹理缩放时,这些方块将在边缘上相互混合,形成不同颜色的线条,这就是这样的算法如何通过设计工作,并且你无法做任何事情它。
如果有太多纹理可缩放(替代延迟可能是长时间冻结),或者它们不稳定/经常更改通常使用的纹理贴图,纹理缩放会延迟; p,它与您拥有的PC无关,没有可用的PC,可以很容易地实时处理纹理缩放。

如果你真的想扩展2D游戏,那么你可以使用像5xBR这样的升级后处理着色器,它有一些缺点,但仍然会比每纹理缩放好得多。

++++++++++++++++++++++++英语原话(也许这样更高大上一些)++++++++



Imagine a simple texture made of lots of tiny squares, when you use texture scaling, those squares will blend with each other on the edges creating differently colored lines, that's how such algorithms work by design and you'll not be able to do anything about it.
Also texture scaling is delayed if there are too many textures to scale(alternative to a delay would be long freeze) or when they're unstable/constantly changing which tilesets textures usually are;p, it doesn't matter what pc you have, there are no pc's available which could easily handle texture scaling in real time.

If you really want to scale 2D games, you can just use upscaling post process shader like 5xBR instead which does have a few downsides, but still will be much better than per texture scaling.

 

 

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