Y
yarLson
Guest
that is very strange it didn't compile for me in dolphin. which revision are you using
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.how strange. This has really been giving some headaches. I wish someone with more experience would get involved
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.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.
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.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
Me, me, me. I care, which is all the reaction you need to do a projectThe whole point was to just guage the reaction of the community and see if anybody wants/cares enough for me to bother.