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Superman 
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Date registered: 25.06.2005
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...   Created on 02.11.2005 - 16:35Jump to top Quote this post Report this post Edit Delete


The best of guestr...I will look into these most definently when I get my laptop fixed. I apologize for my lack of feedback.




Superman 
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...   Created on 22.03.2006 - 20:52Jump to top Quote this post Report this post Edit Delete


I decided to show off some off your SAL version 3

Settings:

Fullscreen 1152x864 (32bit)
InternalX -1; High
InternalY -2; Very high
Stretching mode -3
Render mode -2

OSD -1
FbE -3
FbU -1

screen filtering
shader level 4

with no texture filtering or hi res textures:




with extended texture filtering (option 2) and no hi res textures:




Superman 
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...   Created on 22.03.2006 - 21:03Jump to top Quote this post Report this post Edit Delete


My laptop runs on a 256mb ati mobility 9700 pro card, 1024mb system ram, and unfortunantely an intel processor 1.7ghz (I was too impatient to find a similar amd based system), so I think this shader should run alright on most systems.

Oh...and here is 2xGLSL HqFilter shader...same settings as before and same order as above





[Dieser Beitrag wurde am 22.03.2006 - 21:13 von Superman aktualisiert]




Z 
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...   Created on 14.04.2006 - 23:18Jump to top Quote this post Report this post Edit Delete


For my Squaresoft RPGs (spoken: Chrono Cross ; D ) of all the shaders I tried out so far my personal favorite is the 4xGLSLHqFilter shader lite version.

I modified the values of the .slf-file to the following:
const float mx = -0.325;
const float k = -0.550;
const float max_w = 0.25;
const float min_w = 0.00;
const float lum_add = 0.2;

That way there is an huge improvement on the 2D backgrounds, as you can see on the example pictures below: (I also added a few lines of code to the shader to control color saturation):

without shader

shader level 4

w/o shader

slv 4



Unfortunately, the 3D-part gets spoiled using these values. Have a look at the textures on the floor:

w/o shader

slv 4

Also, the polygon models look strangely pixelated:

w/o shader

slv 4


Here are two more example shots from rage racer to demonstrate the effect in a 3D environment:

w/o shader

slv 4

w/o shader

slv 4


What can be done about that? Can the values mentioned in the beginning be adjusted to correct the 3D problems while keeping the fantastic quality of the 2D backgrounds (in Chrono Cross, for example)?

Also, I wonder if it's possible to address 2D and 3D elements seperately. Is there a way to combine the 4xGLSLhq-shader for the 2D graphics with, f. e., the cartoon shader to have that comic-look on the polygon models (black borders on the edges)?




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...   Created on 15.04.2006 - 11:05Jump to top Quote this post Report this post Edit Delete


You probably meant to use this shader to reduce the blurrines and gain nice round shapes. Can't be done with this shader. (in this simple manner)

O.K. It looks good with internal resulutions set to low, but it should look nice with very-high internal resolutions.

The best way would be to filter every texture individually.(a new texture filter, done with pixel shaders)

ChronoCross is sort of "picky" to enhance: some filtering levels (=3-6) seem to produce glitches, the quest-inventory has thin fonts with "big" contrast compared to the background, the hero-party is few pixels tall (original resolution)...

Can try the cartoon shaders with ChronoCross...
...
An "universal shader"? Perhaps, still in development.

[Dieser Beitrag wurde am 25.04.2006 - 22:53 von guest aktualisiert]




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...   Created on 15.04.2006 - 15:18Jump to top Quote this post Report this post Edit Delete


Last changes. (25.4.2006)

Link.

[Dieser Beitrag wurde am 25.04.2006 - 22:52 von guest aktualisiert]





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