Author Topic: I felt it was time to make my return to the forums with an AMAZING idea...  (Read 37252 times)

halsafar

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Does anyone know exactly which shader version the new FF7 steam is using? It is HLSL, I am assuming FX_4_0.

I ask because I've almost ported a shader to the steam version.  Hitting an annoying issue tho, need to dig deeper.

It might be ps2_0 if so I might be hitting instruction limit...
« Last Edit: 2013-08-23 23:14:26 by halsafar »

Fischkopf

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Here's what i have to say: Do it yourself. Seriously. Anyone can have ideas, does neither mean yours is either more amazing nor does it mean it's more important. And it doesn't mean other people have implement them for you. People have to do sh*t. Before you have a big mouth, think about doing it yourself. Nobody here is your caregiver.

Instead of begging for realization, what about doing it yourself, smarty pants? ;)

Anyone here has great ideas, myself included, doesn't mean anyone other than you will put them to reality. Also there are more efficient upscaling methods, see: http://www.extremetech.com/gaming/84040-depixelizing-pixel-art-upscaling-retro-8bit-games

http://web.archive.org/web/20070805030008/http://www.hiend3d.com/smartflt.html

http://www.redfieldplugins.com/filterPerfectum.htm
« Last Edit: 2013-09-07 11:18:02 by Fischkopf »

Rundas

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I am severely confused by the meaning of insulting him over a question about technical information.

EQ2Alyza

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Ditto, I'm confused as well. Fischkopf, who are you talking to? If it's the OP, then you need to reread it carefully.

You linked the Perfectum filter as a "more efficient upscaling method" when Omzy and myself have already implemented the Perfectum 2 filter to field, battle, world, and magic textures. The OP is not fully satisfied with this method (which I agree) because it is NOT more efficient and is trying to show us a better upscaling algorithm that can be implemented within a shader, or in our case Aali's Driver, to enhance textures without having to deal with the manual labor and file size increases with PNG upscaling.
« Last Edit: 2013-09-07 17:06:44 by EQ2Alyza »

cmh175

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Besides the whole point of the forum is for community and peer input on the projects people are working on. Your close minded comments basically negate the purpose of the forum. You don't have to agree with what others are doing, but sprouting nonsense like this is just unnecessary.

I'd personally like to contribute to this project but I don't know enough about the tools being used. Yet another good reason for asking technical questions. 

Rundas

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^^^^^^^^^^^^^^

yarLson

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Here's what i have to say: Do it yourself. Seriously. Anyone can have ideas, does neither mean yours is either more amazing nor does it mean it's more important. And it doesn't mean other people have implement them for you. People have to do sh*t. Before you have a big mouth, think about doing it yourself. Nobody here is your caregiver.

Instead of begging for realization, what about doing it yourself, smarty pants? ;)

Anyone here has great ideas, myself included, doesn't mean anyone other than you will put them to reality. Also there are more efficient upscaling methods, see: http://www.extremetech.com/gaming/84040-depixelizing-pixel-art-upscaling-retro-8bit-games

http://web.archive.org/web/20070805030008/http://www.hiend3d.com/smartflt.html

http://www.redfieldplugins.com/filterPerfectum.htm

if this is indeed an insult towards me I have a few things to say.  I am still working on implementing it and thanks to my recent studies I think I am getting closer, I might even have finished it already if there was a specification for aali's shader.  I already have the shader I need in modern glsl format but it doesn't seem to work.  In the meantime I have been working on building my programming chops in general.  The whole point was to just guage the reaction of the community and see if anybody wants/cares enough for me to bother.  In any case, the newer xbr level 4 shader actually surpassed the quality of the "depixelizing pixel art" algo, but there isn't too much info or screens available to show you (I only have it since the original author was nice enough to share it with me, it is not yet complete and therefore not available), maybe I'll post some of my own later.  In any case even the publicly available level 3 version is very amazing but its new so not too many screens of that one either.  Just fireup RetroArch and download the lvl 3 multipass cg shader from the repo and you can see for yourself.

In any case the algorithm you linked to isn't really productive much since there is no public implementation and I, being still an intermediate programmer, probably couldn't pull off implementing from scratch without any help.  And it would be rather pointless even if I did since the authors themselves say it is too slow for real time implementation.  Xbr is certainly the best choice for this experiment.  I don't know why you had to go blowing smoke before you even know what your talking about.

EQ2Alyza

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The whole point was to just guage the reaction of the community and see if anybody wants/cares enough for me to bother.

Me, me, me. I care, which is all the reaction you need to do a project  :P

Rundas

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I also care.

Aavock

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Definitely yarLson, you have my full support as well.

DLPB_

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yarLson

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well I am still looking at it.  Just a slow process for someone with minimal programming experience; I am still learning as the time passes.  Shading languages can be especially difficult since many times shaders are not well commented.  The good thing is once I figure it out I should be able to port over a bunch of different shaders to work with aali's driver.  I am interested in trying out several others.  Hopefully I make the breakthrough before too long

LeonhartGR

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quequotion

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Any progress on this? I've been using xbr with higan and mednafen for some time now and been very impressed. Now that 5xBR is also out, I'd love to see what it can do for FF7!

Mkilbride2599

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Wow, that screenshot looks seriously impressive. WAY better than the current backround images. Sorry to see this hasn't been updated in so long, as this looked like some real potential for the terribly blurry backrounds at current. It's so off-putting to see the HD character models on these blurry backrounds, makes them look worse than they are.