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xbrz problem
11-17-2016, 12:31 AM
Post: #5
RE: xbrz problem
Oh ok.

Got it as close as I could to the psx xbrz one buy using your gaussian from your scalable shader with reshade. Couldn't get the scanlines in yet because your scanlines change the colors with the screen brighten feature it has. Would look closer but you have to use auto texturing filtering for this game instead of just linear filtering because it creates a grid on the characters. We really need an overlay system for ppsspp because using normal scanlines shaders blend in with other post processing effects and you can barely see them. But here is the pic, got it close as I can:

[Image: PPSSPPWindows64_2016_11_16_20_03_41.png]
https://postimg.org/image/batdgegzh/

yeah, imo xbrz only looks great along with a gaussian shader because it hides the edge play-dohy-ness it can have sometimes and makes it look straight up like a photoshop vector image. I'll have to make a 2nd entry with less blur for 3D games to use with the game profiler.

But would you be able to code out '#define SLcolor' in your shader suite though?
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Messages In This Thread
xbrz problem - shinra358 - 11-16-2016, 02:48 PM
RE: xbrz problem - LunaMoo - 11-16-2016, 05:42 PM
RE: xbrz problem - shinra358 - 11-16-2016, 06:41 PM
RE: xbrz problem - LunaMoo - 11-16-2016, 09:47 PM
RE: xbrz problem - shinra358 - 11-17-2016 12:31 AM
RE: xbrz problem - LunaMoo - 11-17-2016, 12:44 AM
RE: xbrz problem - shinra358 - 11-17-2016, 02:13 AM

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