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[deleted comment]
I've ported 4xBR which is very similar to the algorithm VisualBoyAdvance-M uses
as HQx4.
Original comment by Jules.B...@gmail.com
on 23 May 2014 at 2:48
Attachments:
Also, that filter is fast enough on my Nexus 7.
Original comment by Jules.B...@gmail.com
on 23 May 2014 at 2:48
It is highly dependent on the type of game you're playing, these is no single
filter that is best for all games.
Original comment by Jules.B...@gmail.com
on 23 May 2014 at 9:05
[deleted comment]
OK. So what shader files do you recommend adding to the pack?
Original comment by fastemul...@gmail.com
on 23 May 2014 at 11:11
xbr looks better with text, HQ shaders overly round the edges.
xbr looks worse on some diagonals though, it's filtering black on the blocks
into a line ok, but it's missing the bluegrayish line on the right, the spikes
also look no better than nearest neighbour.
Original comment by m.bloom...@gmail.com
on 24 May 2014 at 6:12
Also neither xbr or hq seems to filtering that X sign into a total white X with
a black border, hq looks better on it but it's producing a chain like effect,
noticable on the trianle blue border too and black on the cubes.
Original comment by m.bloom...@gmail.com
on 24 May 2014 at 6:32
xBR looks best with games that contain a lot of text and straight lines, such
as the overworld in pokemon.
I'm not sure yet about which filters to include. I can't really see a
difference between 5xBR and 4xBR on my Nexus 7 tablet (you can compare them
below) and we need a version for smartphone screens. So I suggest to use 4xBR
and 2xBR, I've included both in the attachments.
Original comment by Jules.B...@gmail.com
on 24 May 2014 at 3:10
Attachments:
I'd argue that xbr4 looks better at a distance than xbr5, the blending of the
edges on the W of swim. xbr probably scales better in even steps, can you make
a xbr6 & xbr8 comparisons?
Original comment by m.bloom...@gmail.com
on 24 May 2014 at 8:22
Those haven't been developed yet, currently 5xBR is the maximum.
Original comment by Jules.B...@gmail.com
on 24 May 2014 at 8:24
hmm how about running it through 2xBR first then HQ2x afterwards.
Original comment by m.bloom...@gmail.com
on 24 May 2014 at 10:24
Added 2xBR and 4xBR (based on Jules.Blok's port). I don't think 5xBR is
necessary at this moment.
Original comment by fastemul...@gmail.com
on 24 May 2014 at 11:15
Actually you can get much better results through the original HQ4x filter.
Unfortunately no one has ported the original to a shader yet, so all we have is
an approximation that MyOldBoy currently uses.
In the attached screenshot you can see what the original HQ4x filter is
supposed to look like.
You can find the source code for HQ4x here: https://code.google.com/p/hqx/
Original comment by Jules.B...@gmail.com
on 24 May 2014 at 11:16
Attachments:
[deleted comment]
That last comment was a reply to comment #13.
Original comment by Jules.B...@gmail.com
on 24 May 2014 at 11:17
Have you seen jinc3+anti-ringing?
Comparison of madVR upscalers
http://www.avsforum.com/t/1477339/so-youve-built-your-htpc-now-what-is-next-how-
to-get-the-ultimate-picture-and-sound-quality-from-your-htpc-madvr-svp-xbmc-medi
abrowser-jriver#post_23430408
Original comment by m.bloom...@gmail.com
on 24 May 2014 at 11:43
No one ported the original hq4x filter to a shader probably because it is
impossible or very slow running on a shader on GPU. Just a guess because I am
not a shader programmer :-)
Original comment by fastemul...@gmail.com
on 25 May 2014 at 12:04
Original issue reported on code.google.com by
Jules.B...@gmail.com
on 23 May 2014 at 1:22Attachments: