(03-16-2016, 09:37 AM)Hyllian Wrote: [ -> ]I dumped The backgrounds using Dolphin. Then I upscaled them using Retroarch imageviewer core. Retroarch has many shaders.
I hope you'll release full-fledged version of Super xBR filter because the present version seem to have visibly lower quality than xBRZ.
(03-16-2016, 08:21 AM)djneo Wrote: [ -> ]hey Tino,
do you think you could possible fix this with your version of Dolphin?
*video snipped for quoting*
Thank you!
Might I ask you to go into more detail?
What in that video are you wanting Tino to look at?
I only see two things that really jump out at me.
I) Level of detail. I can't confirm on original hardware (don't have that game) but if it's like Xenoblade and it's grass pop-in, then it's not really a "problem" but a choice made by the developers (probably for performance reasons).
I don't think there is anything we can do about any game's LOD when it changes the
models, but you can try adjusting your "Anisotropic Filtering" setting to help control/tame/tweak the texture mipmaps (restricted by a textures' angle to the screen).
II) I assume this is what you're referring to. Around 0:20 in the video the upper-left quadrant of the screen goes weird. Here's a screenshot I took of it. I really miss framestepping with arrow keys when watching youtube with HTML5 viewer, I got lucky spamming the space bar when all I was trying to get was the the approximate timestamp that it happened.
Also, I assume you are also missing interface/hud/ui elements in your video that SHOULD be shown (typically button controls). Although I have seen games with a free camera for screenshot purposes that are completely hidden instead of typically being shown but not captured in the actual screenshot.
Do you use any shaders? If so, try changing your "post-processing trigger" from the default (On swap) to any of the other options and see if any of them fix the problem.
Does this happen with the other backends (Dx9-12 or OpenGL)?
What about having Internal Resolution@x1 (native)?
Have you tried a version of the main branch (not Ishiiruka)?
How about older versions of Ishiiruka or Dolphin?
(03-16-2016, 10:01 AM)Ramoth Wrote: [ -> ]I hope you'll release full-fledged version of Super xBR filter because the present version seem to have visibly lower quality than xBRZ.
And you're basing that on pixel art scaling??
I think you're mistaken. The purpose of Super-xBR isn't scaling pixel art. It's intended for real world graphics with very subtle gradient colors.
xBR/xBRZ are ideal for pixel art, that is, graphics with hard color transitions. They're focused on very local pixel structure, and because of that, lose a bit on the big picture.
On the other hand, Super-xBR is for more modern games, with millions of colors (generation 32-bit and up). It looks more to the a broad aspect of the image and, because of this, loses a bit in the local structure of pixels. It isn't a smooth filter, it's a more general purpose filter like bicubic, lanczos or jinc. And compared to these, it surpass IMHO!
If I show a real world photo upscaled by xBR/xBRZ and Super-xBR you see why the latter is much better for this task.
(03-16-2016, 10:47 AM)Hyllian Wrote: [ -> ]And you're basing that on pixel art scaling??
I think you're mistaken. The purpose of Super-xBR isn't scaling pixel art. It's intended for real world graphics with very subtle gradient colors.
xBR/xBRZ are ideal for pixel art, that is, graphics with hard color transitions. They're focused on very local pixel structure, and because of that, lose a bit on the big picture.
On the other hand, Super-xBR is for more modern games, with millions of colors (generation 32-bit and up). It looks more to the a broad aspect of the image and, because of this, loses a bit in the local structure of pixels. It isn't a smooth filter, it's a more general purpose filter like bicubic, lanczos or jinc. And compared to these, it surpass IMHO!
If I show a real world photo upscaled by xBR/xBRZ and Super-xBR you see why the latter is much better for this task.
I understand now. Will there be higher multipliers like 4x, 8x etc? At least 4x should be playable, perhaps 8x too for weaker consoles.
No love for aa-shader-4.o I just ported some post earlier??
For me this is the best shader for Dolphin until now. It amazingly filter everything without any glitches! 2D or 3D! The minimal drawback is a minimal blur.
It looks better than 8xMSAA and runs faster on my laptop!
Some screens:
![[Image: g8me01-1vxk7a.png]](http://abload.de/img/g8me01-1vxk7a.png)
Yes AA 4.0 is good Tino should add it to Ishiiruka.
I think the a possible solution for lines in texture scaling is using shaders in fullscreen framebuffer. I'm working on a solution. As I said, Resident Evil games for GC use two resolutions, one for background and other for tiled textures. Then, the solution is to detect the low res inside the high res in the same frame. I developed a shader detector, which feed subsequent shaders. In a three pass config I can filter the image with low and high res elements.
Look at these screenshots (Blue is detected as high res element. Gray is low res):
Filtered in three passes (using jinc shader for low and high res). See how capcom made a dirt work, the water botle is half low res, LOL!!
Filtered too. You can see the trash is indeed low res:
![[Image: retroarch-0316-161118a7sji.png]](http://abload.de/img/retroarch-0316-161118a7sji.png)
@Hyllian
That does look nice (your 4.o shader. and I lol at the "o" instead of 0).
Making mental note to compare it against Dolphin's SSAA (i.e. OGSSAA) and forced SGSSAA at 2x when using 3xInternal Resolution. How does it differ from the typical FSAA methods (in this case, against Dolphins SSAA/OGSSAA. Specifically sampling pattern.)
I wonder how the "scaling" shaders effect the post-processing shaders. I've been assuming they're done after everything and was the last thing done to the final frame was created and sent to the gpu framebuffer to be drawn.
And yeah that water bottle. Gotta love shortcuts developers could take with fixed camera and pre-rendered graphics.
Sometimes they could look REALLY good (relative to the year and hardware it was released for).
So now that you can seperate the screenspace into segments by quality (blue/grey), are you using this like an image mask to apply filtering to specific areas only? In other words, how does this benefit you in dealing with problems with tiling (half-pixel coordinate rounding?) or whatever other shader(s) you are playing with?
Isn't FXAA already a thing