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.
Nice pics!
I’ll update the 3D shaders with new parameters I found. With these, the fonts, huds and dithering are less rounded, which contribute to a more consistent image structure.
EDIT: I just updated repo with new versions of these 3D shaders using new parameters.
I dont remember how I got them, but I prefer these, they make the backgrounds most rounded and clean I think. Maybe you can tell me why they are so different?
Not a big difference. Just a bit less rounded. If you like old version, keep it.
A new version called xbr-lv2-small-details.cg released today. It’s less harsh to dithering and textures in general.
Small-details:
Standard:
Small-details:
Standard:
Hello Hyllian, big fan of your work
I have request, can you please release a modified version of your “super-8xbr-3d-6p.glslp” with a bit sharper and lighter colors similar to “scalefx-hybrid.glslp” , here are pics of your “super-8xbr-3d-6p.glslp” and “scalefx-hybrid.glslp” at native
I wish I didn’t had to bump this thread as I’m unable to PM. That being said, I am one of a g’mic developer and I’m looking to add pixel art scaling tool to g’mic-qt so that gimp and krita users could get easy access to the tool. It is not clear what @Hyllian means by this
For that reason, from now on, all algorithm terms will be related to the down-right edge. You’ll have to apply the same rules to the other three edges by symmetry.
I know that you have to apply the same rules, but what condition should there be for accepting one edge or the other edge? Max difference?
You should see the shaders on Retroarch repository. There you’ll see the conditions. This tutorial is outdated.
Anyway, I’m back working on super-xbr shaders. After some years I decided to see its parameters and figured out I should change some of them. At the same time, I ported Anime4k hlsl shaders to cg and it work well after super-xbr by doing an slightly dilation and using gradients to enhances edges.
Some screens (super-xbr + anime4k):
Full size: https://img.onl/iFJbhA Full size: https://img.onl/2Z3Gc7 Full size: https://img.onl/etEksE Full size: https://img.onl/6jIuBM Full size: https://img.onl/NyawaY Full size: https://img.onl/2cIkTs https://img.onl/zFbFDE https://img.onl/N9czm5 https://img.onl/rTJEpOh wow, are these in your PS3 pack in the other thread, as well? I’ve tried to port the GLSL version to RA, but it was ~30 passes -_-
These screenshots look awesome, btw.
EDIT: also, did you do the proposed FXAA step (presumably between steps 4 and 5)?
No, RA 1.0.0.2 for PS3 can’t run. I’m using my old notebook to run them. They’re 11 passes! 2x3 sxbr + 1x1 catmull-rom + 1x4 anime4k passes. I didn’t use FXAA.
These anime4k shaders are the old ones in hlsl. They’re very simple. I like the layer it apply to the whole screen. It works by making a gentle dilation just before a push in edge gradients. I didn’t push it too much, because the effect can degrade in “xylograph” very fast.
I’ll let here a version without further optimizations if you’re interested in test:
super-xbr-6p-anime4k cg shaders and preset - beta
The super-xbr shaders on RA repo are using outdated params, so I have included the new ones.