Graphics - Dithering, Anti-Aliasing, up-scaling, shaders!

mckimiaklopa
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Re: Graphics - Dithering, Anti-Aliasing, up-scaling, shaders

Postby mckimiaklopa » Tue Apr 29, 2014 12:07 pm

If you are curious between the dithering in epsxe and how other emus do it and how a psx does it,here is a comparison

For further footage on dithering(and if you want to compare epsxe with pcsx on dithering),watch this video

https://www.youtube.com/watch?v=iOdANZHrbNw
(watch at 720p)

About anti-aliasing,i think you can have it both with dithering.
The dreamcast uses both dithering and anti-aliasing

The psp has dithering.PPSSPP can display this dithering plus it also supports the FXAA shader(a type of anti-aliasing)

using FXAA on ppsspp does not make the dithering disappear
Attachments
ff82.png
this is ff8 with a much more accurate dithering method.The ground looks better,the clouds or mist or fog or whatever looks more vibrant and looks more white.Even diablos himself has dithering applied all over him
ff82.png (233.06 KiB) Viewed 3461 times
ff8e.png
epsxe(peops plugin) with the highest dithering settings
even though the setting says it is is full dithering,only the shadows are dithered.
the picture can also reflect ff8 without dithering(just like in fpse now)

The ground has some weird color banding and the clouds in the sky look washed out with some yellow tint
ff8e.png (263.45 KiB) Viewed 3461 times

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bluezeak
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Re: Graphics - Dithering, Anti-Aliasing, up-scaling, shaders

Postby bluezeak » Tue Apr 29, 2014 12:28 pm

mckimiaklopa wrote:Without tinkering,opengl on my part still has color banding


Yeah, my computer (laptop) ONLY does 32-bit, even when plugged into TV. And like I said, on my phone, for my, the 32bits in opengl does nothing significant.

What app created those screenshots? What video plugin?

Also, Schtruck just implemented FXAA, so FPse has it now as well. Still pretty new though. I was mainly talking about full screen AA, but I'm going to test with FXAA.
FPSE OpenGL info - click here

mckimiaklopa
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Re: Graphics - Dithering, Anti-Aliasing, up-scaling, shaders

Postby mckimiaklopa » Tue Apr 29, 2014 12:40 pm

correction:
opengl on my part still has color banding on my android.on my pc,the color banding is gone whatever I use.

IN the pic with the accurate dithering method,I used an emulator calles psxfin or simply "PSX"

All my other pics were from retroarch

I just press the prtsc button on my laptop to take screenshots then i just crop em.

Have you read this BTW

http://www.sega-16.com/forum/showthread.php?15003-Full-Screen-Dithering-on-the-PSX

mckimiaklopa
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Re: Graphics - Dithering, Anti-Aliasing, up-scaling, shaders

Postby mckimiaklopa » Tue Apr 29, 2014 6:33 pm

more screenshots
Attachments
ff7e.png
ff7 on epsxe with dithering
ff7e.png (281.14 KiB) Viewed 3449 times
ff7p.png
ff7 with full screen dithering
ff7p.png (318.61 KiB) Viewed 3449 times

Q8-V08
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Re: Graphics - Dithering, Anti-Aliasing, up-scaling, shaders

Postby Q8-V08 » Tue Apr 29, 2014 9:58 pm

Here's some side effects i've noticed.

With screenfiltering the PLAYSTATION logo text becomes wavey.Image

With boost hi res the PLAYSTATION logo text & over in-game text becomes choppy, you can notice it cutting out the middle of the E's, also causes pixelation around the PS logo.
Image

mckimiaklopa
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Re: Graphics - Dithering, Anti-Aliasing, up-scaling, shaders

Postby mckimiaklopa » Tue Apr 29, 2014 10:58 pm

about the boost hi-res thingy,that is what it is actually supposed to do.

The boost hi res option's function is downscale everything that is rendered in a resolution greater than 320x240 in order to gain speed.

The psx boot logo is rendered at 640x480(at least that is what I know)

using the boost hi-res option,the psx boot logo will now be 320x240 which causes the graphics to become uglier(sometimes with anomaliies too)

Q8-V08
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Re: Graphics - Dithering, Anti-Aliasing, up-scaling, shaders

Postby Q8-V08 » Tue Apr 29, 2014 11:57 pm

Maybe it'd better to be renamed to Native Resolution Textures then.

mckimiaklopa
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Re: Graphics - Dithering, Anti-Aliasing, up-scaling, shaders

Postby mckimiaklopa » Wed Apr 30, 2014 12:01 am

^no it must not

Games like tekken 3 already have a native resolution o more or less 640x480

THE PROPER NAME SHOULD BE DOWNSCALE RESOLUTION or Force 320x240 or something

Q8-V08
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Re: Graphics - Dithering, Anti-Aliasing, up-scaling, shaders

Postby Q8-V08 » Wed Apr 30, 2014 12:09 pm

I've also noticed the gpuload is lower in OpenGL HD compared to Software HD, probably the reason you can't get 60fps in heavy onscreen stuff in OpenGL without frameskip the gpu isn't being maxized to it's full potential.
I used Trepn Profiler from Qualcomm to monitor it.
https://developer.qualcomm.com/mobile-d ... n-profiler

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bluezeak
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Re: Graphics - Dithering, Anti-Aliasing, up-scaling, shaders

Postby bluezeak » Wed Apr 30, 2014 10:15 pm

OpenGL vs software HD (SHD) is a bit of topic, but that's ok.

There are several ways opengl can be implemented. Some use the GPU more than others. We don't know how schtruck is using it, nor do we know what changes he may have made to it. I suspect it is set to do more software processing which makes it more compatible, if slower, but I don't know. Right now the opengl only uses one cpu core. If we could get it to be multi core that would probably bly make it shine. But I don't know if tgot hats possible. When the 'fast' mode got multi core support it got MUCH faster, but also became choppy and less responsive.
FPSE OpenGL info - click here


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