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Bitmap Frogs said:
Actually, the real size frame being outputted and watched on a TV without upscaling (aka, black bars) would produce a better image quality since the upscaling and interpolating algorithms wouldnt mud the visuals.

Whatever the uses of interpolation are for the internal proceses of game engines, interpolating the whole frame to bump up the resolution will inflict the image quality and presentation of a game. Scaling operations reduce the quality of the visuals and I have nothing but wonder that you are defending a practice that means muddened, less precise images.

I like my games to be crispy not blurred out pixel soup. But hey, these days and age blur filters pass off as AA, people are swallowing everything.


OH MY GOD. Are you saying that the picture is being stretched horizontally? Is that what you think the interpolation is doing? You set the console to display it's picture in widescreen and then the games shoot that widescreen data out to the tv. It is not stretching it in terms of widescreen There are games that spit out "black bars" on the side even with interpolation, most of the old school XBox Live Arcade games do this. The black bars have nothing whatsoever to do with iterpolation.

Let me try an example to help you to maybe understand this. Say I take a picture on a camera of about 5 megapixels. This image would look fine on a crt or small lcd. But when the image is blown up to the size of say a 50"lcd, then the picture is shitty looking. It is the exact same image, same data, but "zoomed in" and the amount of data cannot cover the area of the screen properly without looking blocky and pixelated. People realized this was a problem and that it needed fixing. So now most tv manufacturers put this in the hardware of the television.

 And, interpolation is one of many ways one can implement anti-aliasing, dude.