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

Posted: Thu May 01, 2014 4:18 am
by Q8-V08
The Experimental opengl also has working screenfiltering, just noticed it now when switching the opengl plugins.

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

Posted: Thu May 01, 2014 4:25 am
by mckimiaklopa
how ironic

PPSSPP's opengl rendering is so much faster than that on FPSE

Pretty ironic considering the psp is a much powerful and much complex console compared to the PSX

hopefully,opengl 2 will make fpse faster than ppsspp

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

Posted: Sun May 04, 2014 7:09 am
by mckimiaklopa
@schtruck,a color banding shader is very neat but it is good to know that dithering does not only remove color banding but it also applies some kind of shading on some textures and make some graphical effects much more visible(like the cloud in FF8,there is another comparison pic that I will be posting)

While you are at it,I also suggest adding a dither blending shader.As I have posted somewhere,Crt monitors using ables such as the composite cable blends the dithering that are produced in psx games eliminating the patterns of dithering.Once proper dithering is implemented in Fpse,this kind of shader will output the graphics that are the same as how it is intended to look like.

Here are some pics that show what I am talking about(these are not the best examples but it will at least give you an idea)

Note that filtering is off for a more clearer comparison

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

Posted: Sun May 04, 2014 7:19 am
by mckimiaklopa
Here is another final fantasy VIII comparison but this time using software mode in high resolution(2x)

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

Posted: Mon May 05, 2014 12:07 am
by Q8-V08
Feature request: Tilt & Scan aspect ratio, basically 4:3(16:12) cropped to 16:9.