(02-21-2016, 06:30 PM)kirbypuff Wrote: [ -> ]@Hyllian:
What we need is these shaders ported to Ishiiruka:
For 2D image enhancement/upscaling
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* CRT-Caligari
* CRT-Hyllian
* CRT-Lottes
CRT-caligari is soooo old. The best ones in Retroarch are these: crt-geom, crt-hyllian, crt-easemode and crt-lottes. The best one and accurate is crt-royale, but it is so complex it runs slow and is only recommended for 4k displays, so I think it's overkill for Ishiiruka for now.
(02-21-2016, 06:30 PM)kirbypuff Wrote: [ -> ]* 6xBR and 6xBR-v3.7c+CRT (v3.7c looks best when combined with a CRT shader)
- More CRT shaders, because DolphinFX is bulky and *super slow*. DolphinFX Scanlines + Barrel Distortion also doesn't produce a very good CRT effect.
- 6xBR, because 5xBR is not enough for high-res displays.
About your 6xBR request, I need to clarify some things: you're talking about the legacy xbr shaders. They're outdated right now on Retroarch. Some time ago I figured out how to make xBR scale-agnostic, which means it can upscale to any size, no need to NxBR, now it's just xBR. So now I have these kinds of xBR shaders:
xbr-lvl1-noblend.cg (It replace the legacy 3.7 LV1 shaders)
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The most basic xBR shader. Level 1 means it only detects two edge directions (45 and 135 degrees). The interpolation doesn't blend pixel colors. It uses the most similar color from one of its neighbors. So, the final result uses the original color palette. And because of that, it only works properly at odd scale factors (3x, 5x, 7x...).
Recommended sampling: `Point`
Recommended scale factors: `multiple odd scale factors`
xbr-lvl2-noblend.cg (It replace the legacy 3.7 LV2 shaders)
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An evolution from last shader. Level 2 means it can detect four edge directions, which shows as better rounded objects on screen. The interpolation doesn't blend pixel colors. It uses the most similar color from one of its neighbors. So, the final result uses the original color palette. And because of that, it only works properly at odd scale factors (3x, 5x, 7x...).
Recommended sampling: `Point`
Recommended scale factors: `multiple odd scale factors`
xbr-lvl2.cg (It replace the legacy 3.8 LV2 shaders)
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It can detect four edge directions, which shows as better rounded objects on screen. The interpolation blends pixel colors, so that the final image is smoother than the noblend versions. It works well in any integer scale factor.
Recommended sampling: `Point`
Recommended scale factors: `Integer multiples` <-- See! It's scale agnostic!
xbr-lvl2-fast.cg (A fast alternative to xbr-lv2, though a bit less accurate)
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This is a simplified lvl2 implementation. Much faster than the standard version, though it sacrifices some quality.
Recommended sampling: `Point`
Recommended scale factors: `Integer multiples`
xbr-lvl3-noblend.cg
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Level 3 means it can detect six edge directions, which shows as better rounded objects on screen. The interpolation doesn't blend pixel colors. It uses the most similar color from one of its neighbors. So, the final result uses the original color palette. And because of that, it only works properly at odd scale factors (3x, 5x, 7x...).
Recommended sampling: `Point`
Recommended scale factors: `multiple odd scale factors`
Other than those, there are the multipass versions of them, up to lv4.
So, a simple xBR-LV2 would fullfill your need for a 6xBR. That's the shader I'm trying to port to Ishiiruka, but I'm having problems yet.
(02-21-2016, 06:30 PM)kirbypuff Wrote: [ -> ]For downsampling (from GeDoSaTo/madVR/MPC-HC)
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* Lanczos3 & Lanczos4 (with adjustable deringing fllter)
* Bicubic (with adjustable sharpness from 0 to 100)
* Catmull-Rom AR
Actually, though those lanczos are called 3 and 4, they're indeed 2-taps only.
Catmull-Rom is just a special configuration of a more general Bicubic implementation. I have one bicubic shader in Retroarch with some internal params that can be adjusted to work like catmul-rom and other known cubic spline configs.