(03-22-2016, 01:46 AM)hyperspeed Wrote: [ -> ]Here we go:Sonic Heroes Default post-process vs super xbr with On swap setting:
(IR is set to 1x without AA)
http://screenshotcomparison.com/comparison/166249
Interesting, this game already has some kind of filtering without sxbr enabled. Anyway, sxbr ehances some contours.
(03-21-2016, 11:11 PM)hyperspeed Wrote: [ -> ]Not only for them it improves great 2D elements. 
Thank you Hyllian Super XBR is looking amazing. 
Here a screenshotcomparison from Sonic Heroes Default post-process vs super xbr with On swap setting:
(IR is set to 2.5x with 8xSSAA)
http://screenshotcomparison.com/comparison/166234
(03-22-2016, 01:46 AM)hyperspeed Wrote: [ -> ]Here we go:Sonic Heroes Default post-process vs super xbr with On swap setting:
(IR is set to 1x without AA)
http://screenshotcomparison.com/comparison/166249
What's up with the background in the 1x resolution comparisons? It's missing some of the white lines between the tiles before it should fade out (assuming 2.5x with 8xSSAA is how it should look).
I mean the lines are visible on the far left side, and two in the middle but missing in between.
hyperspeed, I hope you don't mind, but I went ahead and put the Super XBR screenshots from your two comparisons into a comparison. Probbably not the best comparison, as it's no AA vs 8xSSAA, but it does show how good Hyllian's shader is if you factor in performance:quality.
http://screenshotcomparison.com/comparison/166316
@Hyllian
Now that you have gotten more familiar with shaders in Dolphin, I've got a question for you since you have experience with Madshi's MadVR.
Note: this is not a request, just a question regarding feasibility, so please don't take it as such 
I don't know how much you do know about MadVR outside of your Super-XBR shader, so don't worry about it--I don't want to waste any of your valuable time.
Do you think it would be technically possible to "port" the following features in MadVR as a shader:
SuperRes (originally a shader by Shiandow at doom9. I don't remember who started or suggested bringing it to MadVR, but I think MadVR differs from Shiandow's shader)
"Enhance Detail" option (Just in case: It's the one that's located in Processing>Image Enhancements and also located in Scaling Algorithms>Upscaling Refinement)
I don't know how either of those work, but I swear it's magic. I think they'd make for a great addition to any post-processing shader or maybe as an option in Graphics Config>Enhancements tab>"Texture Scaling Mode". IMO, either of them work best when augmenting another scaling shader (for example: I use both in MadVR when supersampling/doubling 1080p content with your Super XBR@25%).
updated the latest folder witha new version. some stability fixes to dx12, added rim lighting to complement specular ligth. testing is welcome, Enjoy

.
(03-22-2016, 10:49 AM)Kamikaze_Ice Wrote: [ -> ]@Hyllian
Now that you have gotten more familiar with shaders in Dolphin, I've got a question for you since you have experience with Madshi's MadVR. 
Note: this is not a request, just a question regarding feasibility, so please don't take it as such 
I don't know how much you do know about MadVR outside of your Super-XBR shader, so don't worry about it--I don't want to waste any of your valuable time.
Do you think it would be technically possible to "port" the following features in MadVR as a shader:
SuperRes (originally a shader by Shiandow at doom9. I don't remember who started or suggested bringing it to MadVR, but I think MadVR differs from Shiandow's shader)
"Enhance Detail" option (Just in case: It's the one that's located in Processing>Image Enhancements and also located in Scaling Algorithms>Upscaling Refinement)
I don't know how either of those work, but I swear it's magic. I think they'd make for a great addition to any post-processing shader or maybe as an option in Graphics Config>Enhancements tab>"Texture Scaling Mode". IMO, either of them work best when augmenting another scaling shader (for example: I use both in MadVR when supersampling/doubling 1080p content with your Super XBR@25%).
Though sxbr is present in Madvr, I have never seen its sources (as MadVR is closed source). But SuperRes is available in MPDN' sources and some time ago I tried to port it to Retroarch shader specs. Unfortunately I couldn't achieve a successfull port, or I didn't understand well the sources. It's a complex multipass shader that provide very subtle sharpness to images and it's very hard to debug. There's a big difference between movies and modern games: the latter often render framebuffers with many layers (at different resolutions) and the former almost exclusively is a frame of unique resolution, which is much easier to filter. So, technically it's totally possible to make a multipass SuperRes. I'm just skeptic about SuperRes being very good for Dolphin games.
About the "Enhance Detail", is it a shader? Available in MPDNs' sources? (I don't use these softwares

).
(03-22-2016, 11:23 AM)Tino Wrote: [ -> ]please download 597 and try again
Looking good tino senpai!Â
![[Image: ae082b2020.png]](http://puu.sh/nPhtY/ae082b2020.png)
 unfortunatly my nrm maps are broke in this pack so I can't test the specular aspects but I can say the rim lighting looks amazing! I'd have to rate it 10/10!