Ok here’s round 3 of me experimenting with these upscaling shaders. This time we’re going in a slightly different direction using the ddt-xbr-lv1 shader. It seems to work a bit different compared to the xbr-lv3 shader that I used in the previous two packs as it looks to “clean” up the pixel edges more than “smooth” them out. The results are that pixels look closer to their original look but with the edges cleaned up giving a really clean looking image overall. Let’s compare.
Here’s xbr-lv3:
Ddt-xbr-lv1:
Here’s my standard rgb preset:
Ddt-xbr-lv1 looks more like my rgb preset but “cleaned up”.
More examples in the same order:
Here’s an example just comparing xbr-lv3 with ddt-xbr-lv1
With xbr-lv3 Mario’s eye has this weird slanted that connects to his mustache, although the over image looks smoother those are not how the pixels originally look. With ddt-xbr-lv1 the pixels look like their original look with the edges cleaned up to bring out that black outline more.
Another example:
Xbr-lv3 looks more smooth, ddt-xbr-lv1 looks more original.
Try the pack out here:
Copy and place presets in the shaders folder not shaders_slang.
These presets are a little more gpu intensive as well.
Edit: Just replaced with “version 2”, these should be faster now.