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A problem with xBRZ Texture
05-06-2013, 03:01 AM
Post: #1
A problem with xBRZ Texture
I like to play PES 2013, and I like much more to play Become a Legend in PES 2013, but when I enable xBRZ Texture, sometime the game have small lags, and this disrupt much when I have the ball. I use Hybrid option, I think the best option. But when I disnable xBRZ Texture, it not happens.
Someone know what is it?
Thanks. Smile

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05-06-2013, 04:01 AM
Post: #2
RE: A problem with xBRZ Texture
It's what is known to development world as "hiccup".
At the time a game will call a new texture it has to pass from PPSSPP's scaller. xBRZ needs some time to scale it until it is ready to use so this causes emulation to pause for something less than a split second. I'm not sure how faster this process can happen, possibly implementing more instruction sets should help atleast a bit.
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05-06-2013, 04:04 AM
Post: #3
RE: A problem with xBRZ Texture
Thanks man. +1 rep.

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05-06-2013, 02:08 PM
Post: #4
RE: A problem with xBRZ Texture
My pleasure, I'm really also wondering if this could be ironed out. In games that constantly call textures can get really annoying or on games that have somekind of quicktime events or are rhythm based it can completely kill gameplay.
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05-06-2013, 08:29 PM
Post: #5
RE: A problem with xBRZ Texture
So that's what it is! I noticed it happening rather frequently in Monhun Freedom Unite with texture scaling set to 5x. Had to switch it off as it was very distracting.

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05-06-2013, 09:28 PM
Post: #6
RE: A problem with xBRZ Texture
5x is overkill anyway, 3x is usually good enough.

But, well, it takes computing power to scale the textures. Can't live with it until it gets faster? Turn it off for now Smile
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05-06-2013, 10:03 PM
Post: #7
RE: A problem with xBRZ Texture
I'm OK with it, with 3x it's not really noticable on my PC and after 3x it's a bit of placebo.
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05-08-2013, 03:32 PM (This post was last modified: 05-08-2013 03:33 PM by vnctdj.)
Post: #8
RE: A problem with xBRZ Texture
(05-06-2013 08:29 PM)solarmystic Wrote:  So that's what it is! I noticed it happening rather frequently in Monhun Freedom Unite with texture scaling set to 5x. Had to switch it off as it was very distracting.

I play Monster Hunter Freedom Unite too and I hate xBRZ Texture on this game, fortunately it's just an option ! Wink

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05-08-2013, 03:36 PM
Post: #9
RE: A problem with xBRZ Texture
You mean the visual result or the hiccups?
When I put mine on Hybrid and 3x it doesn't have noticable hiccups anymore. (Windows)
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05-08-2013, 03:44 PM
Post: #10
RE: A problem with xBRZ Texture
(05-08-2013 03:36 PM)VIRGIN KLM Wrote:  You mean the visual result or the hiccups?
When I put mine on Hybrid and 3x it doesn't have noticable hiccups anymore. (Windows)

Only the visual result Smile
I use PPSSPP only on Windows and I never experienced any hiccups when I test xBRZ on games which runs well like MHFU Wink

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05-08-2013, 05:53 PM
Post: #11
RE: A problem with xBRZ Texture
Try to use 2x with Hybrid Bicubic and check again for the visual results, should be quite better than Billinear even for games that doesn'y look good.
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05-09-2013, 10:11 AM
Post: #12
RE: A problem with xBRZ Texture
(05-08-2013 05:53 PM)VIRGIN KLM Wrote:  Try to use 2x with Hybrid Bicubic and check again for the visual results, should be quite better than Billinear even for games that doesn'y look good.

I tested it and finally I prefer "Bicubic" which is the only one which provide good-looking in-game fonts (look at the "Start" button)...

Bicubic (click to enlarge) : [Image: mini_558313361.png]

Hybrid Bicubic (click to enlarge) :[Image: mini_118985772.png]

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05-09-2013, 12:54 PM
Post: #13
RE: A problem with xBRZ Texture
I remember that this game has some really low res textures even for huge 3D surfaces (so unfortunate) and on top of that they are really heavily compressed (much noise).

What I wonder right now is, could those hiccups get ironed out so they wouldn't be really noticable? I don\t mean when or how, like, I wonder if it is actually possible to a point it won't be noticable.
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05-09-2013, 01:27 PM
Post: #14
RE: A problem with xBRZ Texture
(05-09-2013 12:54 PM)VIRGIN KLM Wrote:  I remember that this game has some really low res textures even for huge 3D surfaces (so unfortunate) and on top of that they are really heavily compressed (much noise).

What I wonder right now is, could those hiccups get ironed out so they wouldn't be really noticable? I don\t mean when or how, like, I wonder if it is actually possible to a point it won't be noticable.

That's interesting, do you think we can enhance these graphics by another way ?

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05-09-2013, 02:44 PM (This post was last modified: 05-09-2013 02:49 PM by VIRGIN KLM.)
Post: #15
RE: A problem with xBRZ Texture
(05-09-2013 01:27 PM)vnctdj Wrote:  
(05-09-2013 12:54 PM)VIRGIN KLM Wrote:  I remember that this game has some really low res textures even for huge 3D surfaces (so unfortunate) and on top of that they are really heavily compressed (much noise).

What I wonder right now is, could those hiccups get ironed out so they wouldn't be really noticable? I don\t mean when or how, like, I wonder if it is actually possible to a point it won't be noticable.

That's interesting, do you think we can enhance these graphics by another way ?

Texture replacement, but that's better left for later. The point now is thinking what could potentialy speed up the scalling process. I think the implementation of more instruction sets would speed it up if it was kept in CPU, now, if it would get moved to GPU it would be faster itself but I don't know what could make it even faster. I need some assistance from a dev. I had the idea of dedicating a thread or a core to stuff like that, (advanced texture scalling, audio interpolation, fullscreen shaders) which is kind of a trend nowdays on emulators that try to use threads and cores at maximum without having to deal with the trouble of real multithreading/multicore support.

PS: If I remember correctly, there is a tool on Windows that inspects textures in memory and you can replace them and it's OpenGL based. Dunno if it would work, I wouldn't use it anyway but I'm just saying. I still prefer for the moment to iron as good as possible the texture scalling method since it's a universal way to improve quality on any game right out of the box.
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