If you modify the backgrounds, you have to do it properly (improve the picture as a whole, then re-cut it)
Otherwise you'll get all sorts of artifacts as the different layers bleed over into each other
Even linear filtering for textures (standard feature in opengl) has to be disabled for field to look good
It's the way Square constructed the scenes. Basically they have some sort of software Z buffering technique and assign each layer a depth. This determines the ordering of what is drawn, 3d objects inclusive. The 2d objects are not drawn in 3d but 2d but are depth sorted as stated. So things go something like "background" which I suppose has infinite depth in this case. Then sorted 3d objects (character people etc) with sprite objects and lastly foreground objects (IE infinitely close to the camera).
Transparent objects (alpha blend objects) also exist but they are done in the foreground depth (overlaying things). You see this in area's like the wall market.
That being said, if you want hirez tile sets they must be an integer multiple of the original tileset just like the screen needs to be as well.
I'm not sure if it's possible to use 3d objects strected and depths to give perfect alignment at various resolutions.
(render the background to a texture and paste the texture on a surface which would have the effect of something akin to wolfienstien).
The only way to make improved backgrounds is as said before they must be cut from the same template coordinates, or integer multiple, as used before.
Cyb
Going back to shaders and filters, what causes the glitches when you apply it to the whole scene ? The fact that some layers show artifacts when rendered ?
If so, wouldn't it be possible to apply a filter/shader individually to each layer and skip the ones that show artifacts (the alpha layer comes to mind) ? Pete's GPU drivers seem to use a similar principle for filtering and it works well for ff7 on epsxe. I have to admit I don't recall if it improves the backgrounds at all though.
If it doesn't show, I don't know much about these things and I'm tossing (probably ridiculous!) ideas out there based on what little I do know but realistically, I think this is the closest somebody has ever been to improving the backgrounds as I doubt anybody is ever going to go through the 758 or so field files of the game to re-render them at a higher resolution!
Regardless, keep up the good work.