Actually, xBR-hybrid and SABR aren’t comparable. They have distinct goals. You should compare it with xBR pure (3.8 versions).
The hybrid means it uses two algorithms to filter. It compares the results between ReverseAA and xBR and chooses what’s more suitable to give a depth feel to a 2D image.
Pure xBR and SABR are specialized in 2D flat images only, while ReverseAA was designed to highlight depth of a 2D image in perspective. The weak point of xBR is the strong point of ReverseAA and vice-versa. They complement each other. That’s why I’m developing this hybrid.
So, the transition between xBR and ReverseAA algorithms isn’t completely seamless yet. My task now is to minimize these small transitions.
For you to have an idea of 2d depth, play Donkey Kong Country or Killer Instinct with xBR 3.8 or SABR and then with xBR-hybrid. You’ll see more depth on textures.
Actually, xBR-hybrid and SABR aren’t comparable. They have distinct goals. You should compare it with xBR pure (3.8 versions).
The hybrid means it uses two algorithms to filter. It compares the results between ReverseAA and xBR and chooses what’s more suitable to give a depth feel to a 2D image.
Pure xBR and SABR are specialized in 2D flat images only, while ReverseAA was designed to highlight depth of a 2D image in perspective. The weak point of xBR is the strong point of ReverseAA and vice-versa. They complement each other. That’s why I’m developing this hybrid.
So, the transition between xBR and ReverseAA algorithms isn’t completely seamless yet. My task now is to minimize these small transitions.
For you to have an idea of 2d depth, play Donkey Kong Country or Killer Instinct with xBR 3.8 or SABR and then with xBR-hybrid. You’ll see more depth on textures.[/quote]
I see, didn’t know that, very interesting, i would love to see some more depth in 2d games, and only the more reason for me to keep watch on this. A question, you said, and i quote:
Retroarch provides hardware filtering (GPU builtin), like linear or point. Linear interpolation uses the bilinear algorithm. Point interpolation uses the nearest neighbor algorithm.
Where exactly is that option enabled in RetroArch?
Speaking only for the PS3 version, those options are available in the video options (the same screen where you choose shaders). For PC or other systems, I don’t know. Ask maister or Squarepusher.
On PC/Mac/Linux, under Settings > Video, you can check/uncheck a box to enable/disable bilinear filtering. Bilinear is enabled by default, but if it is disabled, RetroArch will use point filtering instead.
There is a second bilinear box for the 2-pass/FBO option in the shader settings. It functions the same but applies only to the second shader.
Individual shaders can also override those settings if they are designed to work with one or the other.
It’s in PSD format, but GIMP should open it, too, if you don’t have Photoshop. Toggle the visibility of the top layer, which is crt1 and it will make the background layer, crt2, visible with circles drawn around some of the problem spots.