Made some image adjustment increment changes to be more precise without over pixeling when trying to do precise screen adjusting. Consolidated shaders used into one location so that the default shaders wouldn’t be affected or changed when updated, etc. Still has old ntsc colors because I don’t know how to fix the error in the updated one. So if that can be fixed, awesome. Throw it in.
whoops, displaced a close-parenthesis. should be fixed now.
I remember also trying some pixelate shaders along with scanline ones long while ago. But i wasn’t happy with the dark coverage, so i came up with diagonal “diamond” scanlines which is some sort of hybrid between scanline and pixelate patterns. It can be used within “project dreamscape” also because the ammount of darkening is the same. I’m posting a screenie to show it.
I must confess i understood the thing with referencing shaders the opposite it was meant. But it’s the way to go imo.
Mmm, that pic looks like it tastes like the stick from the fun dip candy xD Can’t really see the diamond pattern unless you enlarge the image and put your eye 2 pixels away from the screen but it doesn’t matter because the picture looks awesome.
Yea the “diamond” sounds a bit too fancy, better put that away and stick with “diagonal”. I made a preset for testing and also cleared the classic scanline code into a single file, so it might be easier to port further.
Another thing i noticed about scalefx is that it produced some weird decisions in some cases. I wasn’t too happy about it, but setting the “ScaleFX Color Thresh” above the magic value of 0.58 (in every case i encountered) set everything right without spoiling stuff. The default in this test build is 0.60. Here are some comparison screenshots.
Everybody a nice day…
I am satisfied with the current options (that is, until I get me a new 3dvision setup to test some stuff). Commence the porting!
Bringing it to the 1TFLOPS levels…I benchmarked the presets at 5x resolutions, the results are:
scale9x preset : 83 FPS xBR acc. preset : 177 FPS xBRZ preset : 143 FPS
xBR is equipped with a full accuracy feature which makes it on-pair with xBRZ, what makes it a bit more attractive is 25% more speed in the preset and Hyllian’s new A cornering. The algorithm alone is even faster, but Amdahl’s law (there are more passes afterwards) is at work here so the speedup is as it is.
So the xBR preset can work on a 750Ti / R7 250X-R7 260 at 1080p, scale9x would need a 2TFLOPS card, which is around GTX 660 / R9 370. Crude approximations. Unfortunately the presets cannot be made much faster since they are already operating at viewport levels and is using fast blurs.
Edit: got the xbr accuracy better, small speedup also.
Let’s get a few screenies on the snes Mario Kart title screen of the 3 presets if you dont mind. That’s a great way to help a user decide which is better for them visual wise so that they can compare fps wise to help them make the decision of which is best for them.
btw, I can’t tell during normal gameplay. All run fast for me on my 980m.
Was testing out the scanlines and 3840z2160 rez looks fine, but 4096x2304 doesn’t. True 4k 4096x2304’s lines look uneven:
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Save the pic to your desktop and then fullscreen it to your 1080p or true 4K screen. It looks fine when you view it on the site, but not actually in game on your actual screen.](https://postimg.org/image/azpsjxtod/)
2304 isn’t an integer multiple of … anything, so it will indeed have uneven scanlines. You’ll need to use integer scaling with it. The resulting black borders will be relatively small.
So what is a good number to use for high end 4K on a 1080p screen? Integer on in the options still produce clumpy lines. The number I got from gedosato. At that rez, gets rid up background pixelation pretty much completely in 3D games.
[QUOTE=guest.r;53318]Bringing it to the 1TFLOPS levels…I benchmarked the presets at 5x resolutions, the results are:
scale9x preset : 83 FPS xBR acc. preset : 177 FPS xBRZ preset : 143 FPS [/QUOTE] to make the overall preset more performant it would probably be better to downscale the image to the final factor after scalefx is done (and has created a 9x resolution) and then add further shader passes. also shaders like ntsc-colors that only alters pixel colors can be done right at the start, so that they are computed when the image is still very small (which again increases performance). but the changed order can alter how the other passes influcence the image. so maybe you have to adjust some parameters then.
@Sp00kyFox: Thanks for mentioning it. I actually got only one shader additionally operating at 9x (image-adjustment.cg - because it needs the extra for quality resize effects), afterwards all passes are at viewport levels, because of speed and reshade doing it the same way. The xBR and xBRZ were only at 5x scale, sorry about forgetting to clear this. I was focused about giving a “poor man’s Macintosh” to 1TFLOPS card owners.
@McSwingles: no need for gedosato i guess, we can set the absolute scale to 4K in RA presets also. I tested it and yeah, clumpy lines because of the non power of 2 downscale (downscaling 2304 to 1080 is factor 2.133). You can increase the x-resolution though, i hope it helps you to achieve better quality. IMO if you had a true 4k display the lines would be correct.
nvrmnd, i forgot that gedosato doesn’t change the desktop rez but just the internal rez so the desktop is still 1080p when the internal is 2304p. But there is a problem with pc games that use the desktop rez as the only means in increasing the internal rez. It’s only a problem there. Here, it’s fine. Probably why epsxe’s pete’s opengl 2.9 plugin’s scanlines turn completely off when playing with 2304p desktop rez So I guess the only solution would be to either play on a real 4k screen or stay on 1080p. I do wish there was a 4k scanlines solution for those desktop=internal rez type pc games though. shrugs
Editing the 4.0 shader file and going back into game is gonna take as long as creating a new api without any active visuals to go by D:
Eh, don’t be too upset about it. You got a strong card which can deliver crispy FPS, that’s also worth something/everything. I like at least 2x speed for exp farming, got used to it long ago.
That’s why i continued to speed-optimize the test repo. A speedy scalefx preset is also included, had to use the new aa-shader-4.o-level2 in two passes for the desired effect, but it turned out nice. Looks almost the same as with the original scalefx9, only 70% faster. As i mentioned, this could make some entry-level card holders happy if they stumble upon this interesting pile of stuff.
this doesn’t include the ntsc power level addition by hunterk. At least I don’t see it anymore in the location. I am content with post #43 version for I see that in this version I see some lines being relocated which takes away detail in some areas. stop trying to make so many more option guest.r! lmao.j/k
As you wish. Removed the wobbly xBR, one option less. The color pre-pass was actually affecting scaling. But i think i’m done with optimizations.
Yeah, not too fond of xbr but as far as what I was saying about the lines, I was referring to the scalefx portion. Post #57’s scalefx moves some lines around.