Texture filtering: Difference between revisions
Net Bastard (talk | contribs) mNo edit summary |
Net Bastard (talk | contribs) Added xBRZ. |
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*Less system-intensive than HQx and xBR. | *Less system-intensive than HQx and xBR. | ||
* | *Adequate if it's the best option available (e.g. in Pete's OpenGL2 plugin for PSX emulators). | ||
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*Edge detection is horrible. | *Edge detection is horrible. | ||
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*The finer details of the textures/sprites might be obscured by bad edge detection. | *The finer details of the textures/sprites might be obscured by bad edge detection. | ||
*Worse at some things that HQx excels at. | *Worse at some things that HQx excels at. | ||
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| style="text-align: center;"|'''xBRZ''' | |||
| style="text-align: center;"|A modified version of xBR, which is very similar except it's better at scaling up smaller features consisting of <10 pixels. | |||
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*Looks great for many 2D games. | |||
*Detects small features that get messed up by HQx and xBR. | |||
*3D games look great with it as well. | |||
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*Posterization is common. There are deposterization filters in some emulators (e.g. PPSSPP) that can aid this, however. | |||
*Worse at some things the other scalers excel at. | |||
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[http://board.byuu.org/viewtopic.php?f=10&t=2248 Forum post from the creator of xBR, explaining how the algorithm works] (Warning: is slightly hard to read due to the amount of jargon and big words) | [http://board.byuu.org/viewtopic.php?f=10&t=2248 Forum post from the creator of xBR, explaining how the algorithm works] (Warning: is slightly hard to read due to the amount of jargon and big words) | ||
[http://blog.metaclassofnil.com/?p=306 A blog entry on creating a hybrid texture filter for PPSSPP.] | [http://blog.metaclassofnil.com/?p=306 A blog entry by Durante on creating a hybrid texture filter for PPSSPP.] | ||
[[Category:FAQs]] | [[Category:FAQs]] | ||