xBR algorithm tutorial

@Hyllian That didn’t seem to fix it.

Here’s a picture showing the issue: http://www.mediafire.com/download.php?t853jek3dc3jbbj

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.

Are you sure it’s running at 1024x896? By the picture, I’d say it’s a resolution issue.

These xBR-derived filters only work properly with integer multiple scale.

That could be. The pictures were taken in windowed mode, so I would assume I had set an even integer scale, but I can double-check.

It looks great, i cannot see a huge difference between CRT1 and 2. CRT1 does seem to look more clear to me.

Two more for tests:

Hybrid: http://pastebin.com/7mgmDPvi

CRT: http://pastebin.com/aBNLk9pb

Use the same config recommendations I made before.

This new hybrid is more clean than the last version (v4). Some comparison: http://minus.com/mbc77JLTpfZqQs

Thanks Hyllian, once i have some time i shall test it.

There’s another shader I’m working called ddt.cg.

Today I tweaked a bit and added gamma correction based on ideas from someone from other forum. I think the results are interesting.

Here’s a beta: http://pastebin.com/cJ9TPbHU

And now a ddt+gamma using xBR edge detection: http://pastebin.com/pZwerMr0

Added gamma correction to xBR:

https://github.com/libretro/common-shaders/tree/master/xBR

They’re the three files with “gamma” in the name.

I just found an improved rule to detect corners. It gets the quality of C version without most of its artifacts.

I’m implementing in shader only: http://pastebin.com/QMR4De9a

If the last version doesn’t work in your GPU, try this 3.7 modificated:

http://pastebin.com/iwX9u4eB

It looks good on my AMD/ATI card. I’ll try it on Intel tomorrow.

Have you noticed improvements over 3.7c? (ex.: Super Mario World coins).

Added those two shaders to the repo:

https://github.com/libretro/common-shaders/blob/master/xBR/4xBR-v3.9.cg https://github.com/libretro/common-shaders/blob/master/xBR/5xBR-v3.7d.cg

The first LEVEL3 xBR shader is done!

An example is the Megaman X2 ramp, with LEVEL3 4.0 it get rid of macro jaggies:

http://imgur.com/m9UfqQA

On the repo (4xBR-v4.0 and 5xBR-v4.0): https://github.com/libretro/common-shaders/commit/c428ad0b4f01b45f6c0d63840175b9d8a6ce29a5

On my Radeon card, it’s getting some weird multicolor noise artifacts in the image: On the other hand, you can see from the inclined portion of the ground that it’s doing an amazing job of smoothing out those previously uncorrectable jaggies :open_mouth:

Humm.

Could you try the 5xBR-v4.0-noblend? I think it’ll run ok in 5x scale.

Another thing, you can try the cg2xml from maister, it was updated recently.

ah, yeah, the noblend version looks much better. It still has some minor issues (different from the picture i posted) but I’ll see if cg2xml fixes those.

I would love to use some of these on Retroarch PS3. Alas when I try to download them and install them onto my PS3 they don’t work.

Maybe I don’t know how to download them right from the github?

Im a noobie to ALL of this.

If you could post a link with a .zip or pack to some of these, then that would be awesome. :slight_smile:

Wanting to try these on Retroarch PS3 -5xBR-v4.0-noblend -4xBR-v4.0.cg -4xBR-v3.9.cg -5xBR-v3.7d.cg

And any other new ones you would recommend. You mentioned that some of the new ones are better at corner detection? Any recommendations are appreciated as always. And thanks for your hard work.

Like I said, not sure if I’m downloading them wrong (installing them wrong). But when i download what I think I install it just doesn’t register with Retroarch PS3.

Or maybe they are not meant to work yet with this version?

In any case… if it simply a case of the stupids with me, maybe you could post a link with these files properly compiled for us dummies.haha

Thanx again! :slight_smile:

RetroArch 0.9.9 (for all platforms) should be hopefully released by the end of this week.

I know that the PS3 port will be a total rewrite that will beef up the shader capabilities considerably - going from fixed 2-pass shaders to full 8-pass shaders setup through our CGP preset format.