Joined
·
161 Posts
Hey, great job KrossX and SimoneT! Tks!
I recommend using 5xBR, which is faster and works well at 3x and 5x scale factor.
Besides, there's a variant called "b" of that shader, which preserve fonts a bit more. This variant you can get by exchanging a single line in that shader:
This:
By this:
It's a bit slower, though. That "b" variant was made available in XML shader format in this thread.
Some screenshots of 5xBR running with 2D psx games would be interesting!
I'd like to know if this filter could be applied over textures of 3D games.
EDIT: Hey, that ColourLength function! I didn't see that! I'll look what you did and possibly use in my cg shader to speed things up! P
BTW: I've made this bicubic fast shader you can port (if you like) to ePSXe: bicubic-fast.cg
I recommend using 5xBR, which is faster and works well at 3x and 5x scale factor.
Besides, there's a variant called "b" of that shader, which preserve fonts a bit more. This variant you can get by exchanging a single line in that shader:
This:
Code:
interp_restriction_lv1 = ((e!=f) && (e!=h));
Code:
interp_restriction_lv1 = ((e!=f) && (e!=h) && ( f!=b && h!=d || e==i && f!=i4 && h!=i5 || e==g || e==c ) );
Some screenshots of 5xBR running with 2D psx games would be interesting!
I'd like to know if this filter could be applied over textures of 3D games.
EDIT: Hey, that ColourLength function! I didn't see that! I'll look what you did and possibly use in my cg shader to speed things up! P
BTW: I've made this bicubic fast shader you can port (if you like) to ePSXe: bicubic-fast.cg