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

Posted: Tue Apr 29, 2014 12:07 pm
by mckimiaklopa
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

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

Posted: Tue Apr 29, 2014 12:28 pm
by bluezeak
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.

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

Posted: Tue Apr 29, 2014 12:40 pm
by mckimiaklopa
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

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

Posted: Tue Apr 29, 2014 6:33 pm
by mckimiaklopa
more screenshots

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

Posted: Tue Apr 29, 2014 9:58 pm
by Q8-V08
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

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

Posted: Tue Apr 29, 2014 10:58 pm
by mckimiaklopa
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)

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

Posted: Tue Apr 29, 2014 11:57 pm
by Q8-V08
Maybe it'd better to be renamed to Native Resolution Textures then.

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

Posted: Wed Apr 30, 2014 12:01 am
by mckimiaklopa
^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

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

Posted: Wed Apr 30, 2014 12:09 pm
by Q8-V08
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

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

Posted: Wed Apr 30, 2014 10:15 pm
by bluezeak
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.