(02-20-2016, 12:27 PM)Ramoth Wrote: As far as I know Ishiiruka always uses point sampling.
I talked to Tino about it. He said it depends on the Game. He said some games require that some sprites gets sampled using Linear. I think this is what's breaking my Super-xBR and xBR port. These shaders require that the input be at native res and all in Point Sampling. I think he'll add an option to turn everything Point.
(02-20-2016, 02:44 PM)Kamikaze_Ice Wrote: All I can think of is:I think Ishiiruka doesn't apply xBRZ over high resolution textures, because there's no reason to do it. The purpose of xBRZ is to bring a low res texture to a high res size.
A) Doesn't work with high resolution textures
B) Doesn't work with custom textures
C) Filter strength changes with mipmap level (could explain why distant grass gets filtered but not grass closer to the screen)
After a texture is xBRZ'ed, it has a fixed size. When the game zoom in or out the scene, the textures gets resampled in hardware by a box filter using Point or Linear resampling. It's normal that blocks appear when you zoom in too close to the screen. The xBRz effect will just minimize these blocks, though. The difference with or without xBRz, is that the hardware filter will receive as input a high res texture already filtered by xBRZ, otherwise it would receive a low res texture and the blocks would be much worse.