Native resolution / scaling bugs

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
38/100
Issue type
Bug
Clarity
Mostly clear
Activity status
Stale
Tech stack
cpp

Research direction

No source files or tests are named. Reproduce the listed games with the software, OpenGL, and paraLLEI-GS renderers, comparing native width, height, PAL handling, non-interlaced output, and shader behavior. Done means RetroArch scaling reflects the actual resolution and shaders receive correct dimensions across the affected renderer cases.

Written by the indexing model from the issue text.

Description

Known issue since ages, but I was testing a bunch of stuff on real hardware also, haven't tried the paraLLEI-GS renderer until yet, and Hunterk mentioned it couldn't hurt open up something here.

Anyway I've tested the following games which don't render at the common 640x448 natively with the software, opengl (assuming it's similar to d3d and Vulkan) and paraLLEI renderers:

  1. Makai Kingdom NTSC-U: 640x224
  2. La Pucelle Tactics PAL: 640x256
  3. Fatal Fury Battlearchives NTSC-U: 320x224 (Title is 512x448)
  4. Bomberman Kart PAL: 640x512
  5. Breath of Fire V NTSC-U: 512x448
  6. Timesplitters 2 PAL: 512x512

Software and opengl seem to behave the same. RA scaling options are stuck at 640x448 for native, not reflecting the actual value. PAL resolution difference is not recognized, however, non-interlaced resolutions are recognized on some level by shaders, as I get notable scanlines with game 1-3. Lack of PAL recognition is evident for game 2 when a shader is used that needs exact height.

paraLLEI-GS recognizes different widths and PAL resolution, RA scaling settings are updated accordingly. 1-3 are however line-doubled, the non-interlaced output is not recognized, this applies also to shaders.

Dominant language
C++
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Forks
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Avg merge
6h 43m
Merged PRs (30d)
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