Soul Calibur on Dreamcast with mip-mapping enabled and 16 x AF filtering The Vulkan renderer allows you to apply Anisotropic filtering (AF) to the textures (to learn more about it, read the Wikipedia page here). Combining mip-mapping with anisotropic filtering The picture down below shows Soul Calibur running with mip-mapping enabled: Soul Calibur on Dreamcast with mip-mapping enabledĪt higher resolutions you will notice the blurriness starting to gradually disappear. The picture down below shows Soul Calibur running with mip-mapping disabled: Soul Calibur on Dreamcast with mip-mapping disabled To best illustrate the effect mip-mapping has on the video output quality, let us show some comparison pictures at the Dreamcast’s native 640×480 resolution. See the picture down below how the title screen above for instance looks like now – NFL 2K2 – texture bleeding issues fixed How mip-mapping looks like on Dreamcast Many of these issues have now been fixed. To learn more about texture bleeding, you can read this StackExchange article here.Īnother example of what texture bleeding looks like can be seen down below (and note that this is now also fixed) – previously texture bleeding would regularly occur at upscaled resolutions – NFL 2K2 – texture bleeding issue when upscaling – how it looked before This caused issues with games like Railroad Tycoon 2 where the beach texture was not properly displayed.īefore the fix, you’d have weird magenta colors on the beaches with the Vulkan renderer. What happened before is that these auto-generated mipmaps would ‘bleed’, whereas the ones provided by the game do not. The Vulkan renderer no longer auto-generates mip-maps and instead uses the proper mipmap levels. Second, all texture mipmap levels are now uploaded to the GPU. Some significant improvements have been made to the Dreamcast emulator core Flycast by flyinghead that serve to increase the graphics accuracy.įor one, the OpenGL renderer has mip-mapping support now for the first time.
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