Yeah, my main problem is related to fonts. For now I only got a successful merge using the xbr rounded, which round too much some fonts. Semi-rounded and Squared versions don’t merge very well with dilation (too much glitches). There are other minor problems to fix too.
Other than fonts and huds, this filter does an great job with pixel art style:
Is this the same dilation filter that you shared with me in the earlier post? or is this an updated new and improved one? if so, could you share this please? thank you!
No, I’ve figured out something more interesting:
It’s beta stage yet and is slow. Get here this shader: https://anonfiles.com/file/ca1d2f800e563f9c3086cfc181f40b0f
Put it after any xBR shader. My favorite is this combination:
shader0: 5xbr-3.7c.cg filter0: nearest scale: 5x
shader1: dilation.cg filter1:nearest scale:1x
use at 5 times the native resolution and you’ll see a dramatic increase in crispness!
This is what I got:
More screenshots of Retroarch on PS3 here:
Screenshot galleries -
Shader #1 - 5xbr-v3.8c.cg Shader #2 - warp/dilation.cg Shader #3 - xsoft/4xsoft.cg
From the other thread (mdapt)…
Let me know if you ever plan to create an optimized v2 of that xBR5dilation filter.
I’m willing to donate $$$ if that’s an incentive (if you do that sorta thing). I think it’s better than you think and I will post pictures if it helps to see where I’m coming from.
Finally, thanx for all your hard work. For people who ‘get it’, this is what the retro scene is REALLY about.
There’s no much room to optimize that single pass shader. It really needs to be breaked in multipasses. So, I need to know what is better in this beta compared to the multipass version. You need to be more specific about it.
If you are curious, I make RetroXMB games so the different presets are useful since I can tailor each .pkg with the best possible look so that they will start up directly on the XMB looking good without the user being forced to configure it themselves (which take me out of the experience a little).
Thanx again. X-D
Do you publish them in some site or forum?
Added to common-shaders many xbr optimizations and a multipass version that has anti-aliasing and can be run at any aspect ratio.
An informative whitepaper for a technique similar to xBR:
Thought you would be interested, Hyllian
Yes, Hunter, an interesting read.
It reminds me more of that old microsoft research paper about pixel art upscaling. Though it doesn’t use splines.
I don’t know if it could run using only retroarch shader specs. If I’m not mistaken, it seems to use polygons instead only framebuffers.
Finally managed to got xBR lv3 and lv4 right (only in test app for now).
Some comparisons: http://imgur.com/a/Xbu5W#0
For those who don’t know what levels mean in xBR filtering, here’s an image about it:
Which SABR shader would be best when running at 960x720 resolution? I tried this one: http://gitorious.org/bsnes/xml-shaders/source/10dc41dc22b7e1f80ae5c7ec66458cc5bcaf4fb4:shaders/OpenGL/v1.0/SABR.shader and it’s very good although I get a line down the middle and a few artifacts here and there.
Could someone suggest what would be best at 960x720? Also, it must be a shader that uses XML 1.0 as it’s for NeoRaine.
Thanks!
There’s only one SABR, so you have no choice other than that.
can’t wait to test out the lvl4 shader. It looks really nice!
The translation for shader paradigm will be a hell lot harder! Because performance is a big issue for these two new levels. While LV1 and LV2 do not interpolate beyond their pixel borders, lv3 and lv4 bleed their interpolations beyond the center pixel. They bleed into their pixel neighbors. So it adds a new level of complexity to implement.
Ah well I hope you can make it happen someday. In the mean time, is your test program still publicly available? I’d like to try them out on a few pictures if so.
This is a only 4x version of the LV4 I just developed:
Hi Hyllian, I don’t know if you’re checking pms in this forum. I have a request regarding the standalone exe you released a while back in the zdoom forum. since It’s probably not too interesting for others here I thought it would be better to discuss it in private.
xBR LV3 added to the repo:
https://github.com/libretro/common-shaders/tree/master/xbr/xbr-lv3-multipass
Its the first complete xBR LV3 I
ve ever done.
EDIT: Only tested on PS3. It`s working flawless.
Sweet man, I just saw it almost as soon as you posted it. Just converted it to glsl so I can try it kms. Can’t wait to test it out. Thank you!
edit both the cg and glsl version seem to have some glitches in linux with glx and kms driver. Can’t really test in windows since I got rid of it but it probably works better there, lol.