Thoughts on use in FPse:Up-Scaling:- can be used all the time, potentially for great effect. I don't think Schtruck uses any scaling algorythms, until he added the 'shaders' very recently..
- there are MANY algorythms. in my testing with ePSXe on the PC using the PeOPs sofware plugin ... thy give very little benefit in the testing
I did. Others testing my vary dramatically!
- FPse support: 2 of the new 'shaders' are actually upscalers (
HQ3x,
Spline36)
- FPse does 'screenfiltering', commonly assciated with upscaling. I think this is '
bilinear interpoloation[' aka '
bilinear filtering'.
- I'm REALLY disappointed with this. In
my tests with ePSXe on my pc, it made very little difference. There are many posts online about how these tools work GREAT ... but I've not seen it. I think part of the problem may be the PeOPs software video plugin. I suspect it may just not play well with these fliters / shaders.
Anti-Aliasing- probably best be used to get a pseudo increase in resolution. Anti-Aliasing will use more colors to make lines seem crisper / less blocky (smoother).
- could be used for for distortions, specifically 'moire effect', when a game has improperly rendered an image. FFXIV 'mist' (seen ini PeOPs software video plugin) might be a good example. However, I think only 'full screen' Anti-Aliasing can fix this, which is very slow / expensive.
- FPse support: one of the new "shaders' looks like it's actually anti-aliasing.
FXAA- FPse's FXAA has, for me, just made things look grainier and a bit blury. I'll have to test more.
Dithering- best used on: big bands of color - if you have fairly blocky bands of color (sunset, skyline, any situation with large bands of similar color), dithering can smooth them together so they don't look quite so blocky, but rather that they flow from one color to the next much smoother.
- the original PeOPs software plugin contained dithering, which I didn't realize. So does the PeOPs OpenGL plugin. I'm not sure why FPse doesn't. PeOPs OpenGL plugin (on PC) has dithering - I couldn't get it to work on my PC, but it wasn't needed in my test.
- I don't see why dithering should be needed - unless it's to help with problems from upscaling. Modern devices should be able to dispaly all needed / desired colors. There shouldn't be any need to recreate colors (i.e. from a PSX image that has more colors than the device running FPse), because modern devices can accurately display all colors from the original.
-
I've read that the RF, composite, and even S-video cables created some bluring of the analog image, and that bluring allowed the dithering in the image to actually blend together. If we remove that bluring, the image may now be too distinct. Combine an over-distinct image with upscaling and maybe there's a need for more dithering. However - how do you dither an image if you already have all the required colors?
- I guess dithering may be desired in situations where there is color banding (strips / columns of colors right next to each other) and you want to even them out.
Shaders- aside from upscalers and anti-aliasing, shaders can be used to create some effects:
- dithering that we would use would be a type of shader. we don't need to create new colors that don't exist. We need to smooth out colors when there is banding.
- screenfiltering - schtruck's screenfiltering is a 'shader'. '
bilinear interpoloation[' aka '
bilinear filtering'.
- post processing improvements:
This filtypants page shows many post processing techniques that could be used