ScaleNx - Artifact Removal and Algorithm Improvement

well, for SMAA, you need a specific pass alias that can only be set either in the preset or in the shader code itself (i.e., not in the menu), and SMAA also requires a reference texture, which must also be set in the preset (currently; HSM has talked about possibly adding references directly in the shader code). Beyond that, it’s just adding the passes in the right order and setting some parameters.

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I’m an outsider when it comes to topic like scalers in retro games, but coming from someone who is interested in 3d games that works with AMD FSR, would you recommend scalers like ScaleNx/Fx to 3d games?

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it should work fine on 3D games running at native res, but if you’re increasing the internal res, that will break the pixel pattern-detection algorithm.

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is there anyway to get scalefx+raa+fast working with the new fsr+smaa? this would complete the look until something newer comes along.

this shader does not work well with the psx cores. the only one that works without issue is the xbrz multipass when the emu’s rez is above 1. Yet, all of the psx standalone emu’s work with xbrz type filters just fine. On my intel handheld, using any scalefx shader, when the emu is above 1x rez will result in a crash.

Oh dear, duck doesn’t like that One 8Bit :pleading_face: My favorite shader iam deeply in LUV :kissing_heart: with atm is called → 4xbr-hybrid-crt.
The “CRT” part however doesn’t play nice, unless i change all sorts cropp, resolution settings in ALL emulators/cores … Only then, i reap what i sow :smile: :ok_hand: , not sooner …

So iam lurking :eyes: this site to catch some one with an similar shader to try out :kissing_smiling_eyes: :ok_hand:

The shader shown by the original poster looks very nice though… I wonder how it would look with very thing scanlines :stuck_out_tongue:

cheers, TD

xbr and xbrz aren’t the same

differences are… (apart from the scanlines) :thinking: ? The much coveted shader posted in this thread looks MUCH LIKE the one i have mentioned → without the scanlines (CRT) …

chortles :smile: TD

xbrz and scalefx are more vector precise. xbr is like… playdoh

Never liked the other “xbrz” shaders as much as my current “xbr” → Yo doh :smiley: How come, vector precise not so appealing to this duck as the inferior “xbr” ( not so precise) , duck doesn’t know :thinking: !!

However, ducks knows without questioning, the beauty is in the eye of the beholder :star_struck:, whatever you call it …

Chortles, TD

can you port scalefx hybrid to reshade? id love to use this in reshade

Hi, a couple of questions:

  1. You do something like “if B==D E0 = 0.5*(B+D)”, what kind of sense does this averaging make?

  2. I would like to add this algoritm to my ScaleNx Python package at https://github.com/Dnyarri/PixelArtScaling and I guess I need some sort of copyright notice pointing to your work. I have no idea, neither your name nor a website, so what can I add as a ©?

I can answer this one. With some shadery by @Sp00kyFox or other authors some “equalities” have tolerance with the checks. Doesn’t necessarily mean that the colors are perfectly equal, but only, that they pass the equality check.

I found that adding CBOD before ScaleFX is really good for Super Metroid. I tried mdapt (and gdapt) and jinc2-dedither also but I liked CBOD the best for this game. It’s simultaneously way more aggressive with the color blending (which I wanted) while also not messing up the text as much (which is a pretty minor benefit). I’ve been reading through the dev threads for mdapt/gdapt and ScaleFX but would also love to learn more about the history of CBOD and jinc2. ScaleFX is a miracle for 8bit but I grew a bit tired of how it looked with dithered games—adding a deditherer before (the deditherer needs to be at 1x) was great.

Now I’m also experimenting with not having a deblur on Super Metroid. I use a super sharp deblur after AA after ScaleFX on 8bit and on more cartoony SNES games.

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Okay here’s what I’m doing now for Super Metroid and the like (probably gonna try it for Castlevania IV, X, and Bloodlines too): cbod first, then the normal scalefx not 9, then instead of adding AA or deblur, I’m going the opposite direction and adding a 4tap gaussian blur. I don’t use this for more cartoony SNES games like Tetris Attack. That’s where I bring out the presets proposed here that’s way sharper.

I use this for 90s style games that’ll look overly banded. Axelay on the SNES is another game that was absolutely saved by adding CBOD before ScaleFX. It worked way better than mdapt. Mdapt is a remarkable technology but ScaleFX seems to thrive on having a more nuanced color model available the way CBOD makes it. To see this clearly, the locket or medallion or whatever it is in the attract screen and then the blue planet that follows just after.

Also Axelay is one of the few games that really need 8:7 and it was so weird it was released for 4:3 TVs. It’s not just the intro screen although that makes it super clear. It’s also the game play itself where the perspective looks so wrong on 4:3. Makes me wonder how they made and tested that game :woman_shrugging:t2:

I would guess that GBA does not need deditherers like CBOD so for them I’ll probably remove it. I haven’t loaded up the GBA Castlevanias or Metroids with this preset yet. Looking forward to experimenting more.

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