Bitmap Frogs said:
Interesting! How exactly could I do that? The game renders at 585 lines and the 360 outputs are either SD (interpolated downwards) or HD (interpolated upwards). If you know a way to force the 360 to output exactly at the same resolution the framebuffer is rendered, I'd like to know it. |
LOL, you do understand what the interpolation is doing, right? The image would be blocky as hell because the source data does not contain enough information for the amount of pixels needed to generate the image at high resolutions. So by means of interpolation(there are several kinds and I am not sure what most use, maybe quadratic) pixels are generated based on what the most likely color will be, given it's surroundings. It is in no way reducing the quality of the image. It is just creating more pixels than what is given. Almost like anti-aliasing.
For an example on what an image would look like without it, just open a picture in any image editing software and zoom in. The more you zoom, the more pixelated it becomes.