Thanks for this reassurance and brilliant programming man. I think it really amazing and ingenious how some of you on the dev side reinterpret, optimize and refine stuff!
That new mixed phase mode is magic! Especially for Turbo Duo. I was able to get the waterfall to blend completely in Lords of Thunder, use negative adaptive sharpness to negate the blur, without losing the blending. Positive values would reduce the blending as if turning the resolution scale back up.
I can see that the mixed mode is not identical to 3-phase but it provides almost the quality of 3-phase while allowing almost as easy blending as 2-Phase i.e. without having to resort to extremely low resolution scales for example 0.75 just to achieve blending.
So this is new. I beg @MajorPainTheCactus’s pardon for straying slightly.
What does it really do? Is it activated at all and in the correct circumstances if I use the Auto Phase setting or must I enable it manually?
On another note. Only yesterday I learned that Turbo Duo/PCE games have the ability to turn Merge Fields Off so I was thinking, Oh no, how are we going to have an automatic setting for this and I was pleasantly surprised upon updating my Guest-Advanced-NTSC shader that there is now an Auto setting for Merge Fields!
Would it be able to detect which games actually had it On or Off in the case of the Turbo or is it just a system wide and system based setting?
Thanks in advance. I have to do over my presets now with the filter section included because even though things look presentable now, I don’t know what I might be missing out on by not having those controls available.
I would really like to have Super-XBR integrated as the icing on the cake but I would say that it’s best to get everything tuned to perfection without it then add it on top just for the final finishing touches.
This is the article I read yesterday where I learned about the Turbo supporting both Merged Fields On and Off: