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VGMaps Social Board / Re: Are there any graphics apps/plugins that can reduce an image to integer scale?
« Last post by eishiya on February 22, 2026, 01:10:20 pm »I've generally found it sufficient to use nearest neighbour scaling down to the 1x size. As long as the unevenly scaled image hasn't been cropped or unevenly scaled again, and doesn't include layers that have been misaligned after being unevenly scaled up, the sampling tends to line up such that you get back the original pixels. If the image has been cropped slightly, extruding the edges by an appropriate amount prior to scaling can help.
I included a bunch of caveats there - nearest neighbour scaling should work for situations where the image is scaled after being composited, or where all the component parts are scaled up nearest neighbour in exactly the same way, which is the usual case with emulators of retro consoles like the NES. Some modern games (and some emulators of 3D-capable consoles like the DS) use this sort of uneven scaling independently for different assets or do "subpixel" (relative to the 1x artwork size) alignment between layers/assets that causes what amounts to a mixture of pixel grids, and scaling the entire image cannot get a clean result. In such cases, I've found nothing that works better than separating the elements, scaling them independently, and re-compositing them. When I encounter such games (sadly quite common with modern pixel art games using general-purpose engines such as Unity), I generally either find a way to make them render 1x to begin with, treat it as a high-res game and don't aim for pixel accuracy, or, most frequently, don't map the game at all.
I included a bunch of caveats there - nearest neighbour scaling should work for situations where the image is scaled after being composited, or where all the component parts are scaled up nearest neighbour in exactly the same way, which is the usual case with emulators of retro consoles like the NES. Some modern games (and some emulators of 3D-capable consoles like the DS) use this sort of uneven scaling independently for different assets or do "subpixel" (relative to the 1x artwork size) alignment between layers/assets that causes what amounts to a mixture of pixel grids, and scaling the entire image cannot get a clean result. In such cases, I've found nothing that works better than separating the elements, scaling them independently, and re-compositing them. When I encounter such games (sadly quite common with modern pixel art games using general-purpose engines such as Unity), I generally either find a way to make them render 1x to begin with, treat it as a high-res game and don't aim for pixel accuracy, or, most frequently, don't map the game at all.
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