Opengl for zsnes under win.

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Nach
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Post by Nach »

Whoa...

So is this new filter for OpenGL?

Where's the source?
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Post by bohdy »

Topic about it:

http://vogons.zetafleet.com/viewtopic.php?t=8591

Patch for Dosbox is here, and some builds by the author can be found here.

Edit: Here is another pic showing what this gpu scaler can do: Image

8)
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Post by MaxSt »

bohdy wrote: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.
bohdy wrote:As for speed, it runs 40%+ faster than the software equivalent on my card, although that is comparing Moe's software adaptation of Max's original HQ2X, which he claims is faster than Max's optimised version (which I can't directly compare to speed-wise).
Well, he made some serious changes in original hq2x/hq3x algorithm, so this comparison doesn't tell us much. A lot more interesting would be to hear about absolute speed on hq4x scale level of higher. Will it be playable?
bohdy wrote:So, worth coding into Zsnes, or what?
Depends on absolute speed on hq4x level. I suspect it's not very good, so no.

But I would change my answer to "yes" if this filter provides playable speed at very high resolutions, like 1600x1200. It would allow people with 1600x1200 LCDs to play at that resolution, with sharp picture.

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Post by bohdy »

MaxSt wrote: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.
I should have made clearer that I used your standalone HQ3X app for that comparison pic, rather than Dosbox's HQ impl. And what kind of bugs do you see in the top pic? Its the openglhq one, as you seem to have guessed ;)
It looks a bit better to me, with less blocking.
Well, he made some serious changes in original hq2x/hq3x algorithm, so this comparison doesn't tell us much. A lot more interesting would be to hear about absolute speed on hq4x scale level of higher. Will it be playable?
I just tried, and I can play Jazz Jackrabbit full speed at 1920x1080 resolution with a frameskip of 2. I'd guess that a card with faster shaders than my 9550 would be signifcantly faster, though.
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Post by Clements »

Top one looks quite a bit better, and I am very observant.

- Look at the banding in the sky in the bottom pic. Looks completely wrong. Not sure if this is due to the filter though...

- Look at the hole in the tree in both the top and bottom - the top one is noticably rounder whereas the bottom has an 'square' artifact.

- Look at the two blue gems embeded in the ground that have a tiny light border. In the top pic the border looks anti-aliased while the bottom pic looks like raw pixels.

- The larger purple gem in the ground has 'square blue pixel' artifacts, whereas in the top pic it's smooth.

- The hourglass in the hud is noticably smoother in the top pic.

- The nails in the hud are sharper in the top pic while look blurry/interpolated in the bottom pic.

- The outer edges of the tree are much more smoothed in the top pic. In the bottom pic, raw pixels can be seen.

- The tip of the right most 'green stalk' is smoother in the top pic.
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Post by creaothceann »

The "s" looks better in the bottom one though. :D
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Post by blackmyst »

bohdy wrote:Image
Jesus christ, who the hell would want play a 16 color game like that?

Those high res filters make my eyes bleed.
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Post by Joe Camacho »

blackmyst wrote:
bohdy wrote:Image
Jesus christ, who the hell would want play a 16 color game like that?

Those high res filters make my eyes bleed.
Maybe in a window or something.
*Sometimes I edit my posts just to correct mistakes.
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Post by bohdy »

blackmyst wrote:
bohdy wrote:Image
Jesus christ, who the hell would want play a 16 color game like that?

Those high res filters make my eyes bleed.
That was just to demonstrate what kind of resolutions are possible with the scaler.

It's a big advantage not being limited to 2-4x, imo.
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Post by blackmyst »

bohdy wrote:
blackmyst wrote:
bohdy wrote:Image
Jesus christ, who the hell would want play a 16 color game like that?

Those high res filters make my eyes bleed.
That was just to demonstrate what kind of resolutions are possible with the scaler.

It's a big advantage not being limited to 2-4x, imo.
Oh, I'm talking about the filters in whatever way they're used period.
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Post by Clements »

Heh, using filters in such a 'low colour' game does look quite stupid, although the intent of the pic was to show the flexibility of the openglhq scaler in terms of resolutions.

I see *a lot* of promise in this hardware filter. Some games would look very nice and should be a lot less jerky with this implementation, and it would stress the CPU much less.
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Post by MaxSt »

bohdy wrote:And what kind of bugs do you see in the top pic? Its the openglhq one, as you seem to have guessed ;)
Magnify to 800% the lower left corner of the image. You'll see some buggy pixels in the heart.

Magnify the word "HEALTH" on your duke image. Plenty of wild crazy pixels there.

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Post by ATiRAGEPRO »

Let's just hope this is implemented for the VR functions of some SNES games like:

1. DOOM
2. F-ZERO
3. Mario Cart Racing
4. Super Offroad: The Baja
5. StarFox

And others containing VR asset code. :wink:

Good luck with an update. 8)
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Post by blackmyst »

VR functions?

You mean 3D? Things like SuperFX 3D and mode 7?

If you propose to enhance the SNES' "3D" then I think you're somewhat misguided about the inner workings and purpose of Zsnes.
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Post by ATiRAGEPRO »

It's called: VR in the games listed. Trying to force VR extentions to run through OpenGL (Without it's VR extentions) is only going to cause it to run at the same speed. (If not slower.)

This is only with SOME games though. 8)
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Post by blackmyst »

I have no clue what you're on about, care to explain?
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Post by funkyass »

he's talking about the SuperFX chip.
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Post by adventure_of_link »

I thought F-Zero didn't use the SuperFX Chip? :?
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
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Post by Nach »

adventure_of_link wrote:I thought F-Zero didn't use the SuperFX Chip? :?
It doesn't.
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Post by snkcube »

adventure_of_link wrote:I thought F-Zero didn't use the SuperFX Chip? :?
Nope. It uses Mode 7.
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Post by blackmyst »

Neither does Mario Kart.

I'm just wondering if he's really using the term Virtual Reality to describe 3D, or of there's some SNES term that I'm not aware of.

ATiRAGEPRO wrote:It's called: VR in the games listed. Trying to force VR extentions to run through OpenGL (Without it's VR extentions) is only going to cause it to run at the same speed. (If not slower.)

This is only with SOME games though. 8)
I mean, am I missing something big when I say "WTF" to this post of his?
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Post by creaothceann »

Uh, maybe his gfx card has a strange option for OpenGL? Dunno...
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Post by Serious Callers Only »

If you check the last page of the linked thread (7) you'll see that the author just made a sdl version of the patch. This is good for dosbox, and maybe to the sdl version of zsnes, but not i think, to the main zsnes executable yes?
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Post by ATiRAGEPRO »

Neither does Mario Kart.

I'm just wondering if he's really using the term Virtual Reality to describe 3D, or of there's some SNES term that I'm not aware of.

I mean, am I missing something big when I say "WTF" to this post of his?
Dude, has any of you actually DUMPED a SNES rom and viewed it's source code? If you havn't done that, I can't explain this to you.
If you have, I can't believe you wouldn't know about it!

It's called: ACK8 and sometimes VR16_

It's for VR ground manipulation. and F-ZERO was not meant to use mode7!

I hope you understand that. :? 8)
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Post by grinvader »

ATiRAGEPRO wrote:It's for VR ground manipulation. and F-ZERO was not meant to use mode7!
Yeah, and you didn't fall off of the dumbstick tree and hit every branch in the process.
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