Yes, I know that some emulators on Mac already use AltiVec-optimized versions of HQ code.blargg wrote:If the MMX version is many times faster, then the same would likely be the case for an AltiVec version for PowerPC.
Search found 110 matches
- Wed Mar 22, 2006 9:29 am
- Forum: Development
- Topic: Optimal RGB Mix/Clamped Add/Sub
- Replies: 52
- Views: 46729
- Wed Mar 22, 2006 9:23 am
- Forum: Development
- Topic: Optimal RGB Mix/Clamped Add/Sub
- Replies: 52
- Views: 46729
- Tue Mar 21, 2006 5:16 am
- Forum: Development
- Topic: Optimal RGB Mix/Clamped Add/Sub
- Replies: 52
- Views: 46729
- Tue Mar 21, 2006 2:24 am
- Forum: Development
- Topic: Optimal RGB Mix/Clamped Add/Sub
- Replies: 52
- Views: 46729
I was browsing the hq2x author's website and found the filter quite impressive for the example images. I looked at the optimized assembly versions and have a feeling that my optimized C version will outperform it at this point. :) I don't think so. :) If you serious about optimizations, you have to...
- Mon Nov 21, 2005 10:26 pm
- Forum: Development
- Topic: (pseudo-)hires query
- Replies: 15
- Views: 16124
Re: (pseudo-)hires query
blending the even and odd pixels together and reducing the width back to 256 for pseudo-hires mode. Obviously reducing the width back to 256 is not a good idea. so what I'm wondering is if anyone has been able to come up with a better formula for matching the TV output Well, TV is perfectly able to...
- Mon Oct 31, 2005 9:11 am
- Forum: ZSNES Talk
- Topic: zsnes game snapshots
- Replies: 15
- Views: 5722
convert.bat :invictius wrote:could there have been an easier way to do it?
Code: Select all
mkdir output
for %%a in (*.bmp) do hq2x.exe %%a output\%%a
- Thu Oct 27, 2005 4:33 am
- Forum: Bug Reports/Feature Requests
- Topic: Lufia 2 Ending Crashes ZSNES while HQ4x Full is selected
- Replies: 38
- Views: 17946
- Wed Oct 26, 2005 7:17 am
- Forum: Bug Reports/Feature Requests
- Topic: Lufia 2 Ending Crashes ZSNES while HQ4x Full is selected
- Replies: 38
- Views: 17946
- Mon Aug 22, 2005 9:43 am
- Forum: Bug Reports/Feature Requests
- Topic: Feature Request: Higher Resolutions
- Replies: 27
- Views: 13444
- Sun Aug 21, 2005 5:46 am
- Forum: Bug Reports/Feature Requests
- Topic: Feature Request: Higher Resolutions
- Replies: 27
- Views: 13444
- Tue Jun 14, 2005 6:14 pm
- Forum: Development
- Topic: DirectDraw question
- Replies: 2
- Views: 4731
Re: DirectDraw question
That's how I implemented 32-bit output for windowed modes.byuusan wrote:My next idea was that since DDraw can convert a video-memory texture from one format to another, I could create a video memory RGB565 texture and video->video blit to RGB888.
MaxSt.
- Tue Jun 14, 2005 1:24 am
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
- Mon Jun 13, 2005 7:41 am
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
Can you recognize your original scaler, Max? :wink: :twisted: Well, his both implementations are different from the original, but image quality is not bad in both cases. There are some bugs in the first image, though. As for speed, it runs 40%+ faster than the software equivalent on my card, althou...
- Wed Apr 20, 2005 7:35 am
- Forum: ZSNES Talk
- Topic: Best Feature of zSNES
- Replies: 26
- Views: 16973
Now if there was a filter that looked at bitmaps and detected more angles than that, including curves, and rendered them as such, with antialiasing, it would have a lot of potential. HQ filters can detect not only 1:1 (45 degrees) lines, but 1:2 and 2:1 as well. And it renders them with antialiasin...
- Thu Apr 07, 2005 7:58 am
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
if a feature can be coded, someone out there will use it. Coding the features takes effort. If only couple of people will use the feature, it's not worth the effort of the developers. Especially if it requires total rewriting of all windows graphics code. In terms of visual quality, everyone has a ...
- Sun Mar 06, 2005 8:51 pm
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
It may not produce 100% exact copies of the software version, but it's supposedly similar(I haven't seen side by side shots). I guess it's not similar at all. But we'll see. It's also something that could now be added to ZSNES There is no point of doing this right now. It's slower then software hq2...
- Sun Mar 06, 2005 4:19 am
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
Is this proof enough for you, Max? OK, I looked into it, and that's what I found in the comments: This code implements a hardware-accelerated, cross-platform OpenGL based scaler quite similar to the well known Hq2x..Hq4x suite of software scalers. The general idea is exactly the same, but nothing e...
- Sun Mar 06, 2005 12:11 am
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
- Sat Mar 05, 2005 8:12 pm
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
When I choose to implement something in ASM, it's because I know it will be faster. I know the advantages of MMX and SSE, and I can see when some function will benefit from MMX or SSE. It's a matter of experience.Reznor007 wrote:And just because something is ASM doesn't mean it's faster than C.
MaxSt.
- Sat Mar 05, 2005 5:46 am
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
- Fri Mar 04, 2005 8:20 am
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
I agree. Just because we have a powerful machines, does that make it so we should all code inefficiently? ZSNES code is very efficient and highly optimized. If an obvious opportunity arises to free some CPU time.. why not take it? It was proven that it's possible to implement 2xSaI in shaders, but ...
- Fri Mar 04, 2005 7:39 am
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
What if I feel like compiling a new MAME build while I play ZSNES? I'd say it's your problem. The way I see it, if you can offload some work onto a separate device, and devote more CPU time to improving emulation then it's an easy answer. Emulation won't be improved automatically just because you'l...
- Fri Mar 04, 2005 3:01 am
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
- Thu Mar 03, 2005 8:23 am
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033
- Wed Mar 02, 2005 8:34 pm
- Forum: Development
- Topic: Opengl for zsnes under win.
- Replies: 166
- Views: 121033