New filter for kega (.rpi) or snes9x (.cg). [by Hyllian]
Is it possible to implement it in scummvm?
http: //board.byuu.org/viewtopic.php?f=10&t=2248
(v3.3b / v3.5a Cg shader)
eg: http: //bit.ly/wEBTLs
Better than 2xsai/hqnx/EPX !!
code source: http: //www.multiupload.com/M2SUIU3J6H
forum: neosource: http: //bit.ly/yLjmjS
and thx for v1.4.1
xBR filter
Moderator: ScummVM Team
Great filter!
From what I know, the main problem is the lack of a proper filter/scaler infraestructure.
There's the following related OpenTasks:
- Extend plugin system
- Improve the default backend (specially if wanting GPU acceleration)
The main problem is the need of a programmer able to do the task, not the filter/scaler itself. There has been tons of not only requests, but patches of new filters/scalers for ScummVM. But those were quite hackish and problematic to maintain too, so they were declined.
They have nothing against new filters, but the infraestructure must be improved first. And most developers in the Team have more interesting things to do, like RE and improving the current available engines.
Anyway, that's something that can be better explained by a member of the ScummVM Team.
From what I know, the main problem is the lack of a proper filter/scaler infraestructure.
There's the following related OpenTasks:
- Extend plugin system
- Improve the default backend (specially if wanting GPU acceleration)
The main problem is the need of a programmer able to do the task, not the filter/scaler itself. There has been tons of not only requests, but patches of new filters/scalers for ScummVM. But those were quite hackish and problematic to maintain too, so they were declined.
They have nothing against new filters, but the infraestructure must be improved first. And most developers in the Team have more interesting things to do, like RE and improving the current available engines.
Anyway, that's something that can be better explained by a member of the ScummVM Team.
Just a heads-up for the devs: Now there's super-xbr. Screenshots see bottom of this page:
http://libretro.com/forums/showthread.php?t=88&page=17
I've already implemented it in my DirectShow HTPC video renderer and it works great for real images/video, too. Highly recommended.
HLSL shaders available under MIT license here:
https://github.com/libretro/common-shad ... /super-xbr
http://libretro.com/forums/showthread.php?t=88&page=17
I've already implemented it in my DirectShow HTPC video renderer and it works great for real images/video, too. Highly recommended.
HLSL shaders available under MIT license here:
https://github.com/libretro/common-shad ... /super-xbr
The author of XBRz did a ScummVM implementation himself, couldn't you just use his code?
http://sourceforge.net/projects/xbrz/files/ScummVM/
http://sourceforge.net/projects/xbrz/files/ScummVM/
fischkopf wrote:The author of XBRz did a ScummVM implementation himself, couldn't you just use his code?
http://sourceforge.net/projects/xbrz/files/ScummVM/
timofonic wrote:They have nothing against new filters, but the infraestructure must be improved first.