Qhimm.com Forums
Miscellaneous Forums => Graphical => Topic started by: yarLson on 2013-06-12 00:41:13
-
Here is a screen of what this could look like if we can get it to work.
http://i.imgur.com/azEZkAs.jpg
And here is what I have so far.
https://docs.google.com/file/d/0B3FK0dqybqUCZ3lzR3dvY1c1Zmc/edit?usp=sharing
(download is not a working shader but a wip progress, causes extreme glitches and should only be used by someone who knows how to fix them. I am only posting them up in hopes that someone will fix the errors, if you do try them back up your original shaders)
Okay so a lot has happened since I last posted here, but I have a great idea that will be well worth the time if someone can help me figure this out. I am sure most assumed by now that I died or just killed my project. For those who do not know me I was working on Project Blackfan, you can find it somewhere on here. It eventually evolved thanks to Omzy into his field rescaling package. His script work wonders but honestly I was still dissatisfied with the results for several reasons. Firstly that there were still several glitches, and that I never really liked the blotched look that fractals seemed to create. Also I was extremely upset about the filesize of the project which pretty much ensures that only the most fanatical will spend the time to download several gigs just for a moderate graphics improvement.
Believe it or not I continued working out ways to improve my project over the years however a lot has happened to slow progress (graduated, married, baby, work, etc.). But I have been doing tons a research on image scaling, and working out different ways to improve my results. I have tried literally every program that claims to scale images well (well every english language program at least), and even came across a patent that may or may not prove very interesting if IBM ever decided to do anything with it (however there is nothing so far).
check it out if your interested here
http://www.tomshardware.com/news/ibm-patent-image-resize-quality,15472.html (http://www.tomshardware.com/news/ibm-patent-image-resize-quality,15472.html)
But back to the point. So far my results have been very unremarkable and really not worth mentioning. But I have stumbled across something that could do exactly what I was trying to do with Project Blackfan, only automatically, with better results and without having to do any manual work. Best of all it would only require a file download of a few kilobytes in size.
I am talking about a relatively new open source shading algorithm called xBR and xBRZ that is being used to improve the graphics of several game emulation programs. I have already tested the algorithm on both 2x and 4x the original background sizes and it looks beautiful with no blotched effecct that fractals produce and it works in real time and uses a reasonable amount of resources. If you want to see for yourself, check this out
(http://i.imgur.com/0p2Cqf7.jpg)
this is 2x the original image size. I personally feel it looks even better than the fractal method. Although nothing provided perfect results I feel this shader is the best overall solution since it provides the highest quality image without any major file replacements and can be downloaded and installed in seconds. This is actually an even bigger deal if you were to realize the insane glitches that came from upscaling these images and then trying to put them back in the game. Its just an unreasonable amount of work.
Basically the layers had to be cut out manually or they looked blocky and horrible which kinda ruined the effect completely but then smoothing them out required several manual edits to get them to fit correctly and they still looked kinda awkward in game even after hours of work and you've only finished a single scene... (and it never ended)
The only problem with my idea is that I know absolutely nothing about programming shaders. I can provide everything I have found so far and of course since this is an open source project there are several common shaders (which are not inherently compatible with aali's driver yet), which i am sure someone with the know how could convert into a texture filter. I am not even 100% sure this is at all possible for aali's driver. I don't think a fullscreen filter effect would work because it would probably blend the 3d objects in undesirable ways but a texture filter is theoretically possible (and has already been implemented in PPSSPP emulator with great results).
So as for what I have discovered so far there are two implementations of this algorithms with several variations.
The original is simply the xBR shader and the original author and is algorithm are presented completely in this forum
http://board.byuu.org/viewtopic.php?f=10&t=2248 (http://board.byuu.org/viewtopic.php?f=10&t=2248)
in the forum you can find links to several variations of the shader
There is also the xBRZ project
http://vogons.zetafleet.com/viewtopic.php?p=287296 (http://vogons.zetafleet.com/viewtopic.php?p=287296)
This is essentially the same algorithm with different rules and it was completely rewritten to support multi-core processing and 64-bit architecture.
Pretty much all the resources and information regarding this method can be found if you follow these two links. Hopefully we can get someone who knows what they are doing or perhaps even raise up a few bucks to pay a professional if we can get aali or someone who would know if this would be achievable with the driver in its current state.
If so I think this could be one of the best enhancements so far.
-
I also hate the blotchy look of Omzy's pack (although I respect the enormous amount of work and they are 100x better than the originals). I think that example looks great. I know fullscreen effects are possible because there's a bloom post-processing shader available in Aali's driver already. I don't really know much but don't you just need to make text like this shitty ass bloom I made?
uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
{
float4 c_center = texture(samp9, uv0);
float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0);
vec2 pos = uv0 + float2(0.3, 0.3) * resolution.zw;
float2 radius1 = 1.3 * resolution.zw;
bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius1);
bloom_sum += texture(samp9, pos + float2(-2.5, 0) * radius1);
bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius1);
bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius1);
bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius1);
bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius1);
bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius1);
bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius1);
float2 radius2 = 4.6 * resolution.zw;
bloom_sum += texture(samp9, pos + float2(-1.5, -1.5) * radius2);
bloom_sum += texture(samp9, pos + float2(-2.5, 0) * radius2);
bloom_sum += texture(samp9, pos + float2(-1.5, 1.5) * radius2);
bloom_sum += texture(samp9, pos + float2(0, 2.5) * radius2);
bloom_sum += texture(samp9, pos + float2(1.5, 1.5) * radius2);
bloom_sum += texture(samp9, pos + float2(2.5, 0) * radius2);
bloom_sum += texture(samp9, pos + float2(1.5, -1.5) * radius2);
bloom_sum += texture(samp9, pos + float2(0, -2.5) * radius2);
bloom_sum *= 0.07;
bloom_sum -= float4(0.3, 0.3, 0.3, 0.3);
bloom_sum = max(bloom_sum, float4(0,0,0,0));
float2 vpos = (uv0 - float2(.5, .5)) * 2;
float dist = (dot(vpos, vpos));
dist = 1 - 0.4*dist;
ocol0 = (c_center * 0.7 + bloom_sum) * dist;
}
-
Note down my prediction... FF7 remake @2015 E3 :P :P
-
Yeah I just tried it out on ePSXe. I guess somebody implemented the filter for a special plugin for the emu so I thought it would be a good test drive. Sure enough it looks great. Easily comparable to the field upscale project. Might even look better to those who dislike the blotched look.
However after some more reflection I do not think a texture filter would work after all as it would probably cause distortion on the layer edges but the good news is that it looks great as a fullscreen effect anyway. I'll try to get a screenshot or something. As for implementing the filter I think your right.
I am sure it is pretty basic but I don't know the first thing about shading code so somebody else would have to do it. I just want to put the idea out there since I have been at this for literally years now and this is the best option I have found so far.
-
I have only minor experience in writing post-processing effects. The one I posted earlier was made very quickly, but it pixelates the edges of the lights too much and makes the unlighted areas too dark. I could do much better but I haven't tested it in FFVII.
-
This shader processing filter cross my mind a while ago, I already made a research on the xBR algorithm which looks extremely good but an issue came up because the shader will be processing the entire game including the 3D models and text menus for example. I think Omzy made a fantastic job but I share the same opinion as you about the final results. However, an xBR filtering for backgrounds would definitely be a must-have !! If I can help you somehow just let me know.
-
Well perhaps you can but first we need somebody to confirm whether or not texture filtering would be possible to try it out. If not the best we could do is a full screen filter. But like I said I tried it on an emu and it looks pretty damn good.
-
What did you try on an emu, the xbr thing?
-
yeah somebody implemented the xbr filter on a plugin for epsxe so i tried ff7 psx version on that emu to see what it would look like. And it looks great.
-
This sounds really good and that screenshot looks amazing wish i could help somehow sadly i don't know much about shaders, plugins etc
But maybe this could be of some help or reference there's these complex shaders made by Asmodean about an year ago and is linked with shader editing of yours kinda, check through his posts and see what he did and that on his er new, complex awesome shaders for the ffvii:
(He made several different releases of these find his posts for more)
http://forums.qhimm.com/index.php?topic=11992.msg180880#msg180880
http://forums.qhimm.com/index.php?topic=11992.msg181040#msg181040
Think they're included in Bootleg aswell i think.
-
Do these have the "everything's made of light" problem?
-
I believe he uploaded those with the No Light fix. But you should be able to just use the shaders themselves.
Edit: I just downloaded and moved the smartbloom.post to my shaders folder and changed the config. Game loaded up just fine.
-
This gives the backgrounds more depth and detail. Especially with internal resolution set at 4x window resolution.
-
Here is the newest shader I think from Asmodean. This makes the game look great, except for me, when I try and disable SSAO in the shader, the shader doesn't load at all. Other than that, it makes the game look amazing. But it lags for me on my old ass laptop lol.
Edit: So speedyshare sucks... http://www.mediafire.com/download/p214x9ftu2rxbge/ComplexMultiShader.post
-
Yeah screen space ambient occlusion is costly but I didn't know anyone has ever dropped below full fps in FFVII lol.
EDIT: Post processing initialization failed. And I know it's not my computer because my specs are outrageous. I'm just gonna use the version e1sunz linked, that one works fine.
-
This shader is quite interesting; I've been looking for editing the couple of *.hlsl files inside the "shaders" folder of the re-release version but the game crashes, any chance to make them work ?
-
Here is the newest shader I think from Asmodean. This makes the game look great, except for me, when I try and disable SSAO in the shader, the shader doesn't load at all. Other than that, it makes the game look amazing. But it lags for me on my old ass laptop lol.
Edit: So speedyshare sucks... http://www.mediafire.com/download/p214x9ftu2rxbge/ComplexMultiShader.post
Could somebody please post some pics with these shader? Because it only works correctly with ATI cards, so I do not know what it does exactly.
-
Well that complex post-processing shader is included with bootleg 40. It actually doesn't work very well for me. The one that looks best is the HDRAdvanced. Here's the thing, these only work for me if I have my internal resolution set to a multiple of 320X240, same for Hardware anti-aliasing (which I prefer above all these shaders). This HDRadvanced script is very intensive for my little AMD system, it becomes clear when the battle swirl engages that it is running much slower, the hardware AA works much much better. I can do 24x supersampling, no slowdown. I'll follow up with some screenshots.
(http://i647.photobucket.com/albums/uu193/electrotoyou/24xAA_zps909333fe.png)24xAA(http://i647.photobucket.com/albums/uu193/electrotoyou/SmartBloomHDR_zps8ee6c752.png)SmartBloomHDR(http://i647.photobucket.com/albums/uu193/electrotoyou/NoFilters_zps43a60e59.png)No Filters(http://i647.photobucket.com/albums/uu193/electrotoyou/AdvancedHDR_zpsd9f30fd9.png)AdvancedHDR(http://i647.photobucket.com/albums/uu193/electrotoyou/AABloomHDR_zps51df6b25.png)AA&SmartBloomHDR(http://i647.photobucket.com/albums/uu193/electrotoyou/AAAdvHDR_zps585f2043.png)AA&SmartBloomAdvanced
Obviously, the effects are slightly subtle but after the test I was thinking the AdvancedHDR shader was actually doing about nothing. To my eye the SmartBloomHDR was the clear winner among the few shaders I got working at all. But it just doesn't come out in the screenshots. I think the shot does show the effect of hardware AA tho. I wanted to get some screenshots of the world map, which I think AA works on, but between clearing the cache and trying it with caching off and all that and trying to see if there was anything happening there with the filters I got annoyed and gave up.
Kaldrashara: Your Cloud is almost perfect...it's just, well,,,,, there's something wrong with his butt.......(http://i647.photobucket.com/albums/uu193/electrotoyou/cloudbutt_zps962279e3.png)
ALSO: I figured out my tests were being compromised by a habit bootloader has of switching around other options automatically when you change to different shader configurations. My internal resolution got flipped to 3840X2160 at some point... couldnt get AA working right and was kinda getting grumpy til I saw that had been changed. I'm going to rerun these tests with the correct internal resolution for my setup of 5120X3840 (which is a multiple of 320X240 the orig res).
Screenshots have been updated with correct internal resolution. Gonna do a quick 3 panel comp for the world map. Huge improvement with AA. Either the HDR shaders don't work on the map or they dont work at all. I can't tell, other than they slow my FPS down.
(http://i647.photobucket.com/albums/uu193/electrotoyou/24xAAWMP_zps4392a1b2.png)24xAA(http://i647.photobucket.com/albums/uu193/electrotoyou/SmartBloomHDRWMP_zps8d99fd5a.png)SmartBloomHDR(http://i647.photobucket.com/albums/uu193/electrotoyou/NoFiltersWMP_zpsc605f82f.png)No filters
-
The one e1sunz linked works on my 780's, but the one KyubiNemesis linked must only work on ATI because it fails every time.
-
After looking closer at the backgrounds themselves in the screenies it would appear the HDR and HDR advanced blooms do brighten up the background slightly.. I know they are doing something heavy cause FPS drops on the battle swirl noticeably, and it isn't because it's capped. I can't really speculate as to the advantage of doing both hardware AA and the postprocessing, as it causes noticeable slowdown in the menu and swirl. Perhaps it would be the best setting for a more advanced AMD system. I am interested in further developments with the shaders but so far I am unimpressed by them.
Win 7 Home 64bit
AMD 960t quad core @3.0Ghz
8GB Ram
AMD 6850 1GDDR5
-
The one e1sunz linked works on my 780's, but the one KyubiNemesis linked must only work on ATI because it fails every time.
The one KyubiNemesis linked shouldn't work for him either. Or he have some new incredible driver, because the shader wants to run with a higher shader model then 2.0.
I have played around with it and this is the best I could get: ComplexMultiShader_Nvidia.7z (http://www.file-upload.net/download-7718997/ComplexMultiShader_Nvidia.7z.html)
HQBR (an AA-filter) and FXAA (works as a dynamic screen color filter) are disabled, because they do not work right with my settings. If you experience FPS drops, reduce the internal resolution (only if it's higher than the output resolution.)
-
The one I linked works for me to an extent. Like I said above turning of SSAO will cause the shader to not load. And there is incredible lag when I use it. So I don't use it. Speaking of, Template can you upload the SmartBloomHDR shader please? I would like to try it.
-
You mean This? (https://rapidshare.com/#!download|943p2|1989655246|GLSLSmartFilterHDR.zip|6|0|0|1|referer-405386A77CAFD44CAF4B309BF0AFB16E)
-
found this post by aali himself
http://forums.qhimm.com/index.php?topic=10054.460;wap2
now I know it is definitely possible to convert this filter but in his own words
"They can work, but you need to make some changes to the code. Only GLSL shaders will work and you need to have some experience with the language to make the necessary changes."
*edit* Here is a screen of what this would look like if we could get this shader to work correctly.
http://i.imgur.com/azEZkAs.jpg
Here are my results so far in porting over the shaders. A man named guest ported over the cg xbr filter for a psx plugin. He converted it to GLSL vertex and fragment format. I have tried plugin in those shaders into ff7 pc directly and the shaders do load without errors unfortunately they cause a ton of glitches. Hard to explain but if you try replacing them yourself you'll see what I mean. All the textures seem to fail to load and are replaced with weird red boxes. However I believe the fact that they load with errors is significant. If only we could get an expert to look at these.
https://docs.google.com/file/d/0B3FK0dqybqUCZ3lzR3dvY1c1Zmc/edit?usp=sharing
Here are the shaders I am trying to use. If you try to test them be sure to backup your old shaders. I am gonna mess around a bit but seriously if only someone who understood this language could take a look I know we could get to the bottom of this. In the meantime to encourage enthusiasm for this I am going to take some screenshots of how this shader looks on a psx emulator because seriously it looks amazing. I will edit this post with some screens soon.
-
Speaking of, Template can you upload the SmartBloomHDR shader please?
Bootleg40shaders (https://docs.google.com/file/d/0B1g3qSVwwtNBVWt3SWlHYXVLUlk/edit?usp=sharing)
Those are all of the shaders included with bootleg 40... PB says they are really nice but on my 6850 none of these can come anywhere near to replacing the hardware AA; I cant use them AND anti-aliasing so... maybe in the future someone will write one that is good for this particular game.
-
I can write post processing effects as I showed earlier but I know nothing about GLSL or separate vertex and fragment format or any of that.
-
okay so found out that the errors i were seeing are due to my driver catalyst 13.4 and not particularly the shader. So this thing might actually already be working. I need someone to test this shader out for me. Someone who is not getting the weird triangle error that others are getting when shaders are active.
I am trying to solve the problem on my end but until then someone please try this as a post processing effect and tell me if it is working or not. Thank you.
https://docs.google.com/file/d/0B3FK0dqybqUCWHF4Ny0zWkdnNUU/edit?usp=sharing
Post a screen if so. Make sure to turn shaders and post processing on and direct the cfg file to the new post shader before testing. Anyone who knows how to do this can test it out. Thanks in advance.
-
Edit: Post-Processing Initialization failed.
But, the creator of Xbrz made an epsxe plugin that looks fantastic on 2d games such as Megaman X4, but messes up the textures on the models of FF9. I haven't tested it with 7, but it might be different than 9 because there are no textures on the models, just lots of gradients. I have a PS1 copy if you'd like me to test it quickly.
-
Edit: Post-Processing Initialization failed.
Same message for me.
-
I already have an xbr shader for pete's opengl2 plugin but you can post some screens if you'd like. Once I fix my driver I am gonna try and split the vertex and fragment part of that shader i just posted and see if maybe that will work. I got it to load without errors a while ago already but unfortunately due to my driver I cant tell if its actually doing anything. I will definitely post something once I find out.
-
Hey ABHA, is it possible to "re-whrite" the *.hlsl shader file that's inside the "shader" directory of the re-release version with the xBR shader code ?
-
There are many things wrong with that.
1. It is a filter not a shader
2. Why would you mix the filter with another thing that's already written
3. The 1998 version or converted game don't support that format, it needs to be vertex/fragment files or a post processing effect for Aali's driver to work with it
-
anything is possible my friend unfortunately shaders can be a real pain in the ass. Even programs that use the same shader languages can sometimes disagree on how to use them and causes issues. Like right now I know aali's driver using GLSL and i have an xbr shader written in GLSL i finally fixed my driver issue so that shaders are working correctly, but the GLSL xbr doesn't want to work for some unknown reason. I'm still working on it. As for HLSL i don't have the rerelease so i can't really test it but there are already HLSL xbr shaders you can find here.
https://github.com/libretro/common-shaders/tree/master/xbr/hlsl
Feel free to have at it.
-
I don't think the original Xbr filter is in GLSLang.
Yes it is. Which magnification level are you using, 4 times?
-
I've tried 4x 5x and 2x
also you can find GLSL xbr here
http://www.mediafire.com/?78p842uko34ce#n6vv4b36d5xa5
everything else i found is either in cg format or petes plugin format
-
So if it's already in GLS Language, it SHOULD be working as a post-processing effect, but life is never that simple.
-
exactly i can't seem to figure it out. I loaded it up and it starts up doesn't give me any errors but the shader is obviously not working. very strange i would assume there would be something in the app log but its acting as though it is working even though my eyes tell me it is not.
-
Edit: I slapped .txt on the end of it and used it in Dolphin just to test if it worked correctly and it definitely worked. It must be a problem with Aali's driver.
-
you did that to the one i just posted up? or a different one? I'd like to try that in dolphin as well. I figured it must be the driver. Guess we will have to wait and see if it ever gets updated
-
I used This one. (http://www.mediafire.com/download/e3425oq664lvuk4/5xBR-v3.7c.OpenGL.shader) 5x magnification, written in GLS Language. Just attach .txt to the end of it, put it in the shaders folder of dolphin, and select it in the graphics options. You have to be using OpenGL. I used my dump of Animal Crossing.
-
that is very strange it didn't compile for me in dolphin. which revision are you using
-
3.5-1552 It's only a few days old. I tend to update every 2-3 days.
-
hmm well it compiles in dolphin with no errors but still doesn't seem like it is working for me. This is strange maybe my drivers are still jacked. The text should not be pixelated after a 5x upscale of xbr
-
I have the internal resolution maxed out and "force texture filtering" is UN-checked.
Edit: This filter doesn't like to behave. I tried it with Metroid Prime, Wind Waker, and Twilight Princess GC afterwards. None of them showed any difference besides my original test on Animal Crossing.
-
how strange. This has really been giving some headaches. I wish someone with more experience would get involved
-
how strange. This has really been giving some headaches. I wish someone with more experience would get involved
Me too... All of this is exactly what I've experienced. There are a couple shaders I can get to work in that they do SOMETHING with aalis driver, but they mostly look like junk or run REAL slow. There is a good effect you can get off the text from one or two of them, but they grind my system too bad. They work faster with forced AA off but that's a step backwards.
This would be particularly useful for playing the new releases as they are. They are perfectly fine... EXCEPT for the backgrounds.
I was thinking lets just make a 2GB lgp file or whatever but I don't actually know the structure of the backgrounds in the file system, and I know that would probably not be possible just because of the size.
-
The current enhancement (Omzy's field pack) is 3GB. That's not a problem because they're loaded as .png's from the mods folder. For an unconverted re-release, it would take a bit more work to batch-upscale them and then put them back (there's no lgp size constraint though). A shader would be more ideal.
-
The current enhancement (Omzy's field pack) is 3GB. That's not a problem because they're loaded as .png's from the mods folder. For an unconverted re-release, it would take a bit more work to batch-upscale them and then put them back (there's no lgp size constraint though). A shader would be more ideal.
I have to agree with you because forced-AA doesn't work right with the unconverted steam release, but I haven't tested the one from last year in that regard... I wish someone would make a really smashing shader just for aali's driver, but it is possible the shaders, no matter how specifically written, won't work because something isn't right with the custom driver's implementation of postprocessing itself. And then, we have AA working correct and Omzy's fieldpack.
For the unconverted rereleases, is it possible to rewrite the shaders to do all this complicated upscaling?
-
You don't need to "re-write" per say. You can just use any HLSL shader (I think that is what the re-release uses) and rename it to replace the default one.
-
Totally OT but I have to ask:
Is there a list of emulators supporting that filter?
Esp. links are welcome.
I'm currently trying to play FF IX with that ePSXe thingy (lags like hell, since the drive isn't constantly spinning... but I don't know, if I'm allowed to rip the game even if it's my personal original...) so that filter would be a very nice addition.
-
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...
-
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
-
I am severely confused by the meaning of insulting him over a question about technical information.
-
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.
-
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.
-
^^^^^^^^^^^^^^
-
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.
-
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
-
I also care.
-
Definitely yarLson, you have my full support as well.
-
And me.
-
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
-
Me, me, me... :P
Hehe... :D
-
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!
-
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.