Yesterday there was a topic that included this, but it never really got answered. So, here's a thread dedicated to it... how to remove the blur when resizing the game's window? I'd like to keep the pixel look, even in full screen.
Would love a solution to this issue, would love to have a game running at 960*540 for PC and mobile for a clean nearest neighbor 1080p upscale. Tried this script and it's not working on my NVIDIA GPU. Turned every optimization in the GPU settings off that I could. Desktop set to no scaling.This needs to be set somewhere to disable filtering.
PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST;If it still blurs stuff after being set, then it's your video card.
You can probably add it as a single-line plugin. Or just add it as a script block after pixi.js but before anything else in the index.html
Alright so I went and took a look into the game engine:Would love a solution to this issue, would love to have a game running at 960*540 for PC and mobile for a clean nearest neighbor 1080p upscale. Tried this script and it's not working on my NVIDIA GPU. Turned every optimization in the GPU settings off that I could. Desktop set to no scaling.
ImageManager.loadBitmap = function(folder, filename, hue, smooth) { if (filename) { var path = folder + encodeURIComponent(filename) + '.png'; var bitmap = this.loadNormalBitmap(path, hue || 0); //console.log("disabling smoothing for "+path); bitmap.smooth = false; return bitmap; } else { return this.loadEmptyBitmap(); }};
1) Put this in a pluginHow can it be forced off?
ImageManager.loadBitmap = function(folder, filename, hue, smooth) {
if (filename) {
var path = folder + encodeURIComponent(filename) + '.png';
var bitmap = this.loadNormalBitmap(path, hue || 0);
//console.log("disabling smoothing for "+path);
bitmap.smooth = false; return bitmap;
} else {
return this.loadEmptyBitmap();
}
};
Yes.hi im sorry if this is a stupid question but do I just make a new js file and copy and paste the first bit you have there into it and then open it as a plugin??
Right click the index.html and click "open with" and then choose a text edit program, for example notepad.also how do i put that second part in index.html ?

That's what it's supposed to do. If you turn off bilinear (which is what makes it blurry) it uses nearest-neighbor which only looks nice if scaled in even ratios. You could tryactually i lied its not working lol I initially tried it with one of the default actor graphics and it looked fine at full screen, but when i put my own sprite into the game it looks really weird when i full screen, i'll attach a screen shot of how it looks at normal size (looks fine then) and after i full screen it (gets really wonky) im not sure if this is just something wrong with my sprite or what, its also slightly larger than the default sprites so im not sure if that has anything to do with it



Did you also add the css code? This is what fixes window resize/full screen. Though testing your map shows it doesn't resize anyway. The Canvas is still set to 816x614.I don't want to hijack the thread but I thought it was better than making a new topic.
I have turned off AA for RPGMaker MV in my gpu's Control Panel, and I included KisaiTenshi's javascript as a plugin with the index.html edit. But I still have a very blurry game (but not a blurry actor)
rpgmakerblurry.PNG![]()
This map was made with parallax images, a background and a foreground. Because of the blur, the foreground/overlay doesn't align correctly on top of the background D=
Here is the map in a browser. You can view source to see Kisai's recommended edits.
Anyone have an idea?
Edit: Actually, since the thread was marked as answered, maybe I should go ahead and make my own lol
Thanks for getting back to me!Did you also add the css code? This is what fixes window resize/full screen. Though testing your map shows it doesn't resize anyway. The Canvas is still set to 816x614.
Basically with the Javascript added as a plugin, that tells RPG Maker MV, and pixi.js to never use bilinear for any assets.
If it still looks blurry, something else is causing it.
