xBR-hybrid-beta4.cg -> xBR-hybrid-beta4.cg tends to create sharp edges in places where there ought to be a smooth color gradient. This tends to give it a “plastic-y” look a lot like the HQ shader. You can also see this in the picture below, especially on the “figurine” icon and the highlights on the character’s backs.
First of , thx for your amazing work @ xBR It seems i cant manage to get that awesome results like in your screens. Normally i load the core (Snes9x for example) and the best result i get is from xBRZ (Title Screen from Super Metroid for Benchmark). But if i choose your super-xbr it looks not like in your screen. Furhtermore, what core (settings) are you using for FF9 ?
Have you updated the latest changes in super-xbr? Besides, xbrz and super-xbr are very different in purposes. To get the results in my pictures, I use the preset super-xbr-6p.cgp. Do you have pictures of what you get?
Hmm i get it. Normally i load the GLSL Shader. I made a quick comparison between 4xBR (GLSL) and super xbr 6p (CG).
Super xBR seems to be “washed” out colors. like, to smooth ?! is that the right result ? xBRz on the other feels more plastic-ish, bc of the sharpness (but i like it that way)…on Snes9x with Super Metroid
And again, i cant figure out how you get that awesome images at FF9 ? i use Beetle PSX with 2x internal Resolution. NO fancy settings. But the Text on your images looks awesome, i want it too
Edith: tryed several settings nothing looks like in your images. I used Beetle PSX HW with 8x internal resolution and OpenGL as Renderer, adaptive smoothing “on”, internal color depth 32bpp, PGXP Operation Mode “memory + cpu”- vertex cache and perspective correct texturing “on”, dithering pattern “internal resolution” + widescreen hack “on”. Then i tryed the internal “xBR” and “SABR” Texture filtering. Looks way better on the ingame text but the shadow outline of the text seems to cut out (pixelated). Furthermore i see distortions on 2D Background images …like a thin line, grid pattern…if i am 4m away from the monitor i barely notice it , but if i go to 2m i immediatly notice it. So i switched to “nearest” as Texture filtering and tryed several GLSL Shader on xbrz and xbr , i see no huge improvments …maybe too little to be noticed at all.
Maybe im doing something completly wrong. I need some help
You need 1x internal res for these shaders to work.
If you’re increasing the internal resolution, you can try Hyllian’s 3D super-xbr shaders, which will filter the 2D elements and ignore the 3D ones. You have to pick the preset that matches your internal resolution scale factor (i.e., 2x or 4x).
Yes, hunterk, it should work.
BTW, you just remind me that I need to upgrade the parameters for all these sxbr derivative shaders.
Small update. I made an special super-xbr derivation called small-details which is less harsh to huds, fonts and dithering. It’s on repository already.
Hyllian, we spoke about having xbr - filtering on everything, including the 3d elements when rendering at higher gpu resolution than native. But xbr could not detect it while pixels were different sizes on pre rendered backgrounds and 3d elements, right? So I just tought, would it be possible to have one usual 3d - super - xbr for the backgrounds and then another one for the high - res assets like 3d models? Just something I had my mind on Maybe that way we could get xbr filtering on everything even on 4x and 8x internal res.
I added GLSL and slang ports of those to their respective repos. Rather than creating entirely new files, though, I made a “preserve details” parameter that toggles the values rather than creating entirely new files just to change those 1-2 #defines. Then I just set the toggle in the presets.
Changing from a macro to the parameters only cost ~1-2% performance.
It isn’t possible, because the shader receives just one composed input framebuffer. It does not know which parts are 2D or 3D, it’s just a frame. In fact, all things in the frame are 2D.
Interesting. I’ll look how you did this and maybe use this approach too.
Thanx for your answer Hyllian. Well, thats a shame. Anyway I have made a very nice preset now together with your recomendation about the aa - shader.
I also gotta ask you, have you heard about this?
Yes, I knew about it. Though I wouldn’t know how to put a complex algorithm like that in shader format. I’m more interested in developing something like the NGU technique present in madVR.
There’s a problem with this approach because the tweakable parameter XBR_EDGE_STR should increase to 2.0 when DETAILS is set to 1.0. But, as it’s tweakable, it shouldn’t be set by DETAILS. Can you confirm?
Ah, yes, that’s true. However, we can set XBR_EDGE_STR to 2.0 in the preset along with setting DETAILS to 1.0.
EDIT: like this:
I see. Well thanx anyway.
It works and what should i say…WOW. Love your work ! thx alot
@hunterk where can i find the “3D” super xbr-shaders ?
Edith: sry for the late reply…had a exhausting week at work
Just wanted to show the results I am getting with your awesome shaders. It is my own combination of super - 4xbr - 3d, super - xbr, alot of deposterize and aa shader lastly. Over that I uses ReShades sharpening and alot of debanding and finaly some color and hdr presets. The most important part I do is I run this in 4k fullscreen with Nvidia’s DSR. It makes the scaling algorithm look better along with the debanding.
Glad you like it. If you use the cg versions, the 3D shaders are at the folder.