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Intended use for DXMT's MetalFX upscaling? #162

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HealsCodes opened this issue Oct 13, 2024 · 2 comments
Open

Intended use for DXMT's MetalFX upscaling? #162

HealsCodes opened this issue Oct 13, 2024 · 2 comments

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@HealsCodes
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HealsCodes commented Oct 13, 2024

This is more of a general question than an issue.

What is the current usage scenario for MetalFX upscaling?

As I understand it - and testing supports this so far - MetalFX works on the final render frame and upscales it by the given MetalFxSpatialFactor (currently enforced to 2.0 my XIV-on-mac via user defaults, please make it configurable again..).

For XIV that leads to a scenario that doesn't make sense to me so it would be great if someone could enlighten me:

  • XIV-on-mac running at 1440x900 with "macOS scaling" active

  • DXMT with MetalFX and spatial upscaling active

  • XIV renders a 1440x900 frame

  • MetalFX upscales it to 2880x1800

  • the rendered, upscaled frame is downscaled to 1440x900 to be displayed in a "fullscreen" or borderless fullscreen window on an 2x retina screen

Wouldn't the intended use case for MetalFX be to have XIV be able to render at a lower resolution (e.g. 720x450) with MetalFX upscaling it to the final resolution vs doubling whatever the user already has as fullscreen?

@xazander
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would be interesting to see if upscaling from 720x450 to 1440x900 actually exists :)

@HealsCodes
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would be interesting to see if upscaling from 720x450 to 1440x900 actually exists :)

Currently, no - the lowest windowed resolution XIV supports is 1024x768 which MetalFX upscales to twice that

Screenshot 2024-10-16 at 09 28 22@2x

But as you can see it'n not really playable the way MetalFX works together with XIV.
What you'd want ideally would be MetalFX as a replacement for the DLSS / FSR so the game can render and upscale the 3D scene and then put the 2D UI on top in the final output resolution.

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