


If this idea is appealing, I’ll get into more details.
Moderator: ZSNES Mods
Well, I came up with those as I way messing around with SNES screenshots in Photoimpact (image editing program), so I don’t know if those have names.snkcube wrote:What is this rendering thingy called?
Personally I don't really like this filter, although I use scanlines in some emulators.Nightcrawler wrote:What about this filter do you people like? To me, that filter 'dirties' the screen and I don't like it. I don't like scan lines either though. None of those filters that darkens and 'dirties' the screen like that.
I agree I dont like it either. Too grainy, if I wanted a grainy screen Id buy another SNES and hook it up to my TV. I use an emulator so it isnt all grainy.Nightcrawler wrote:What about this filter do you people like? To me, that filter 'dirties' the screen and I don't like it. I don't like scan lines either though. None of those filters that darkens and 'dirties' the screen like that.
Well, obviously replacing redundant pixels with black ones has a significant impact on the brightness of the image, but I don’t think it’s that horrible. Those “pixel guessing” scaler algorithms, like Salx, Scalex, HQx, etc, don’t “darken” the image, so they’d seem to be the perfect solution, right? The problem with those is that depending on the graphic style of the game, they don’t always yield pleasant results. To name a few: Donkey Kong Country, Killer Instinct, Mortal Kombat, Batman Forever, basically any game with graphics that were created using the non-traditional method of sequencing pre-rendered 3D images, or live photographs. Scaler filters work best with hand drawn style games, but even then, depending on the smoothness of shades and highlights (again, the graphic style), results can be not as beautiful. So you see we need to have numerous render methods to choose from. It doesn’t even have to be about which game looks best with which filter. It’s just that sometimes I may be in mood for scanlines/grids, and sometimes I’m a scaler guy.Nightcrawler wrote:What about this filter do you people like? To me, that filter 'dirties' the screen and I don't like it. I don't like scan lines either though. None of those filters that darkens and 'dirties' the screen like that.
The way I see, you like to keep things pure and that If it were up to you, you wouldn’t use any filter at all, but you see, viewing those games on high-res computer monitors shows how low-res all those old games really are. That’s the reason why filters were implemented. It was an attempt to maybe hide the ugly aliasing in low-res graphics, make things seem bigger that they really are. Consider the advantage of having it over not having it: When you don’t have it and want to use it, guess what, you can’t use it because it’s not there.the_rhino wrote:I agree I don’t like it either. Too grainy, if I wanted a grainy screen Id buy another SNES and hook it up to my TV. I use an emulator so it isn’t all grainy.
I think those look quite similar.Reznor007 wrote:I prefer MAME/MESS's filters.
EDIT- Oh yeah, MAME/MESS use proper aspect ratio correction, so things look better that way.
Yes, you are right. I'm trying to think of an algorithm that would allow such tweaks.pumpkinhead wrote:Personally, I like the RGB filter, but I think it might garner more respect if it could be toned down... Kind of like how you have varying degrees of scanlines (25%, 50%, FULL) in ZSNES.
I don't think it would represent any big challenges to knowledgeable programmers, and people who developed ZSNES are pretty darn knowledgeable.Evan wrote:If you can come up with the code to make this filter work, then I imagine it wouldn't be a problem putting it in the emulator.
Other than that only about 5 people would actually use it. :p
I’ve tried it. I’ve auto traced contours of a screenshot in Adobe Photoshop, and converted them into those resolution independent vector lines that you are talking about. Believe me, the results are pretty much the same as those output by them “pixel guessing” scaler filters. Except those would be way too computationally expensive to process in real time(I assume).Richter X wrote:I'd like to see a method that turns straight lines in graphics into vectors before stretching. That way it remains perfectly sharp while improving gfx quality. Though it'd be very hard to do.