GSdx
(04-10-2015, 08:06 AM)Blyss Sarania Wrote: [Image: xBRZ%20-%20SOTN2.png]

Sorry for being off-topic, but do you know how to use full screen mode and keep the aspect ratio with this plugin?
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I found problems in ace combat.
First of all, text looks misaligned. Secondly, every now and then odd "corruption strips" appears. Thanks to slow motion I have been able to follow one "growing" (I don't know if three are more helpful than one)
http://www65.zippyshare.com/v/GZ7sEVda/file.html

Settings used were
Code:
UserHacks_align_sprite_X =1
UserHacks_round_sprite_offset = 2
UserHacks_stretch_sprite =1
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I personally do not like xBRZ in any of it incarnations. im sure there others that like it,
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(04-10-2015, 09:26 AM)dabore Wrote: for 3d textures? ugh. Unsure does that look good? isn't it like a "painting" shader? i might think... if you do it wrong you destroy interpolated alpha channels. for "colorkey alpha" on 3d it's useless overkill cause it's basicly already done with bilinear. smudge that further? i know that alphatest look damn good. you might want to dither and implement alpha to coverage rather. but...

it might be an intersting idea for sprites like pixel art. really. but it's not really pixel anymore then. Laugh and... well... you gotta make sure to check what type of alpha you deal with. you can't throw that at everything. Wink

(04-10-2015, 09:59 AM)gregory Wrote: So I commited my latest fix for bilinear sprite. I didn't touch textures that are draw in reverse. Anyway it is much better for 2D games.

When you know that bilinear filtering on 2D sprite even at native resolution break rendering. You don't see it because factors are like 98%/2% on the good/bad pixels.

I guess, pixel art filtering won't be easy. Game dev plays a lots with the alpha channel on texture, so it might be possible to detect edge this way.

Well a texture is a 2d sprite effectively so the process is something like:

xBRZ on texture (upscale)
bilinear/bicubic (resize to needed size)
apply to poly

I'm not sure how it would affect the lines and stuff we've been dealing with, which is why I didn't directly ask for it, only how to tinker with it to see if I could see some results myself lol.

I do know zBRZ has really good alpha channel support where other pixel art scalers don't and that's prolly why it gets used in like PPSSPP
[Image: XTe1j6J.png]
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@mirh,

No you must enable only 1 of the hack.
Code:
UserHacks_align_sprite_X =1
UserHacks_round_sprite_offset = 2
UserHacks_stretch_sprite =0

@Blyss Sarania,
I expain you for opengl but it is the same for dx.
In the renderer, we select the hardware filtering with the variable ps_ssel (ltf). It is either nearest or linear. (linear is really an extra, normally it must be always nearest)

Then in the shader we do an additional filtering with the sample_color function.
First we compute uv coordinate of the texture. Then either we sample 4 texels (PS2 bilinear) with sample_4c/sample_4p (normal color/lookup palette) or 1 texel (PS2 nearest) with sample_c.

For the line it will be awful Wink If you want to do a cubic filtering you need the texel t, t+1, t+2 but you have not guarantee that t+1 is valid, and even less that t+2 is valid too. However with alpha it could be mitigated.
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Still @mirh,

Could you also check UserHacks_round_sprite_offset = 1 instead of 2.
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@mirh,

I pushed a fix for UserHacks_round_sprite_offset = 2
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In Tekken Tag Tournament (USA) in this stage appears some white vertical lines in the lights.
In any upscaled resolution.


Attached Files Thumbnail(s)
   
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please provide me a gs dump
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(04-11-2015, 05:03 PM)gregory Wrote: please provide me a gs dump

How do i do that?
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