Hi Hyllian,
Could you post it on pastebin so i can test it out, all the file sharing sites are blocked for me unfortunately.
Regards,
Spin
Hi Hyllian,
Could you post it on pastebin so i can test it out, all the file sharing sites are blocked for me unfortunately.
Regards,
Spin
Sure. Iāll give three shaders. Two are hybrid-crt candidates e and the last is a naked hybrid.
crt1: http://pastebin.com/q5bySjs4 crt2: http://pastebin.com/ku7tRvRc last: http://pastebin.com/yf4xJxF5
Iād like to know which of the crt versions do you like more.
I think crt1 looks slightly better. crt2 seems a little more prone to odd behavior where scanlines intersect with in-game lines.
Hi, hunterk.
Could you use these two parameters from CRT1 in the CRT2 shader and see if the odd behaviors disappear?
#define SPOT_HEIGHT 0.54
#define COLOR_BOOST 1.48
@Hyllian That didnāt seem to fix it.
Hereās a picture showing the issue: http://www.mediafire.com/download.php?t853jek3dc3jbbj
Itās in PSD format, but GIMP should open it, too, if you donāt 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 itās running at 1024x896? By the picture, Iād say itās 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.
Thereās another shader Iām 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.
Hereās a beta: http://pastebin.com/cJ9TPbHU
Added gamma correction to xBR:
https://github.com/libretro/common-shaders/tree/master/xBR
Theyāre the three files with āgammaā in the name.
I just found an improved rule to detect corners. It gets the quality of C version without most of its artifacts.
Iām implementing in shader only: http://pastebin.com/QMR4De9a
If the last version doesnāt work in your GPU, try this 3.7 modificated:
It looks good on my AMD/ATI card. Iāll 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:
On the repo (4xBR-v4.0 and 5xBR-v4.0): https://github.com/libretro/common-shaders/commit/c428ad0b4f01b45f6c0d63840175b9d8a6ce29a5
On my Radeon card, itās getting some weird multicolor noise artifacts in the image: On the other hand, you can see from the inclined portion of the ground that itās doing an amazing job of smoothing out those previously uncorrectable jaggies