I use the native resolution and DirectDraw without hardware stretch because I'd like to see the image in its "pure" form. The same way the screenshots come out. Yes, I know that an actual arcade CRT screen looks different. So, there are only really two alternatives for me: Either I attempt to use a special filter to simulate the CRT screen look. Or I use the native, pixel-by-pixel look, the way the game would look like if there was an arcade emulation handheld system. But the blurriness that a modern PC graphic card produces looks like neither. I neither have an authentic CRT look, nor a pure pixel look, but some washed-up mess. That's why I disabled the hardware stretching. (In Direct3D I'd use -nofilter in this case.) I don't use Direct3D because I didn't find a way for it to just stretch at integer values. To my knowledge, Direct3D in MAME always stretches to the full screen size, either horizontally or vertically. And since I disable the blurriness, I would see some pixels repeated more than others. In MAME, DirectDraw seems to be the only way to stretch exactly at 2x2, 3x3 etc.
So, is it possible to output the game image in a smaller resolution while the screen resolution remains 1360x768?
|