xBR filter/scaler

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Menubalk
Posts:2
Joined:Sat Nov 22, 2014 7:47 pm
xBR filter/scaler

Post by Menubalk » Sun Nov 23, 2014 2:55 pm

Would it be possible to implement this, Lordus (or anyone else from the DraStic team)?

Besides offering obvious image quality improvements compared to HQx, its also 60% (!) more efficient, something very important for portable Android devices.
It also scales really, really well on itself.

This is a sprite with an xBR filter in 1x, 3x, 9x and 27x(!)

Comparison:

HQx (notice the heavy aliasing on the coin, Yoshi's nose, Mario's hat and the blockface)
Image

xBR (aliasing on coin, Yoshi, hat and blockface gone. Also, no more blurry background! Woo!)
Image

Again: even though xBR is the better method, its computationally 60% 'cheaper' on the processors.
Relevant link: http://filthypants.blogspot.nl/2012/03/ ... ilter.html

Pretty please with sugar on top?

kaikun97
Posts:717
Joined:Thu Dec 26, 2013 11:41 am

Re: xBR filter/scaler

Post by kaikun97 » Tue Nov 25, 2014 1:25 pm

Menubalk wrote:Would it be possible to implement this, Lordus (or anyone else from the DraStic team)?

Besides offering obvious image quality improvements compared to HQx, its also 60% (!) more efficient, something very important for portable Android devices.
It also scales really, really well on itself.

This is a sprite with an xBR filter in 1x, 3x, 9x and 27x(!)

Comparison:

HQx (notice the heavy aliasing on the coin, Yoshi's nose, Mario's hat and the blockface)
*snipped large image*

xBR (aliasing on coin, Yoshi, hat and blockface gone. Also, no more blurry background! Woo!)
*snipped large image*

Again: even though xBR is the better method, its computationally 60% 'cheaper' on the processors.
Relevant link: http://filthypants.blogspot.nl/2012/03/ ... ilter.html

Pretty please with sugar on top?
This does look pretty nice, I sure hope the devs add this

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