Seemed like doing the colors in the first pass were causing artifacts. So i reverted to the previous scheme and compared it with originals, the only difference i could notice was the color effect strength. The post 57 presets are updated and i’m really interested which preset might be causing glitches, because i didn’t optimize scale9x presets and shaders used. A screenie is therefore welcome so i could reproduce the misbehavior.
I dunno if it’s for the better or for the worst visually, but I prefer not to have to worry about it lol. Besides, I have different retroarches set up depending on console, so constantly changing is a lil chore But here are the comparisons:
Scroll through tabs and you will be able to see the lines being changed in the new version compared to xbrz and the 1st iteration of scalefx.
Thank you for sharing it. Yea, this is definitively the difference in the “ScaleFX Color Thresh” value. 0.35 is default, i have it set to 0.60 because it rounds and connects a bit better (example). IMO it’s nothing to worry about, but the offset from the default is rather big so the images won’t look the same no way. ScaleFX is very good, but here i feel like it could get even better. Cheers for some more evolution.
We should wait to do evolution until after it’s been ported no?
I think some progress on the hybrid version is already planned. But i know how things in the scene work. ScaleFX is still very young. For example it took nine years for 2xsai shader to evolve into a smart enhanced version. Another good example is the scale2x shader. Took like eleven years for a very useful version. So i count some patience in.
well ScaleFX is the evolution of Scale2x/Scale3x, hence the name. and yes, I’m already working on improving it. but the difference will probably be minor. the overall approach of the algorithm is already very much at its limits in my opinion.