The readme says:
Softbuffer should be used over pixels when its GPU-accelerated post-processing effects are not needed.
When I first read this, it didn't occur to me that "post-processing effects" included scaling. I was thinking it was more about things like CRT simulation. Unfortunately, scaling is often a requirement due to high resolution displays. Anyone doing full frame redraws and desiring good performance (60fps+) will almost certainly need to operate on a smaller buffer that can be scaled up, which pixels can do. I couldn't get acceptable performance with softbuffer and software scaling, although admittedly I didn't try very hard on the scaling algorithm.
I wonder if softbuffer could make an exception and support hardware scaling, if it wouldn't go against the spirit of the project. It feels like an almost table-stakes feature for most real world use.
The readme says:
When I first read this, it didn't occur to me that "post-processing effects" included scaling. I was thinking it was more about things like CRT simulation. Unfortunately, scaling is often a requirement due to high resolution displays. Anyone doing full frame redraws and desiring good performance (60fps+) will almost certainly need to operate on a smaller buffer that can be scaled up, which
pixelscan do. I couldn't get acceptable performance with softbuffer and software scaling, although admittedly I didn't try very hard on the scaling algorithm.I wonder if softbuffer could make an exception and support hardware scaling, if it wouldn't go against the spirit of the project. It feels like an almost table-stakes feature for most real world use.