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#39 Anisotropic Filtering

Won't Add
closed
nobody
None
9
2015-04-07
2014-03-27
No

Could you please implement Trilinear and Anisotropic Filtering in VBA-M it can increase image quality of textures ,decrease aliasing effects and decrease blur compared to Bilinear Filtering

Discussion

  • Squall Leonhart

    Squall Leonhart - 2014-03-27

    not possible

    sub pixel information is required for both of these.

    And the GB(A) doesn't use textures, it uses sprites and tiles.

     

    Last edit: Squall Leonhart 2014-03-27
  • Monochrome100

    Monochrome100 - 2014-03-27

    VBA-M doesnt detect subpixel information ? Could you add it in future and what about xBRZ ?

     
  • Squall Leonhart

    Squall Leonhart - 2014-03-27

    subpixel information is not available to a sprite/tile renderer.

     
  • Monochrome100

    Monochrome100 - 2014-03-27

    There are some games that seems to be 3D like V-Rally 3 or Asterix and Obelix XXL and Harry Potter or Stuntman and those games seems to have texture-mapped polygons.

     
  • henke37

    henke37 - 2014-03-27

    The hardware flat out doesn't have any 3D rendering capabilities.

    Trilinear filtering requires mipmapping. There is no mipmapping in the hardware.

     
  • Squall Leonhart

    Squall Leonhart - 2014-03-27

    They aren't textured, its complex sprite work using Mode-7 simulation.

     
  • Monochrome100

    Monochrome100 - 2014-03-27

    But still XBRZ seems to be easier to add than Anisotropic Filtering can you respond if its possible to implement it in VBA-M ?.

     
  • Squall Leonhart

    Squall Leonhart - 2014-03-27

    can't commit to anything because the people who did our D3D9 and OpenGL renderers aren't interested in returning to vba-m at the present time.

     
  • Monochrome100

    Monochrome100 - 2014-03-27

    But xBRZ is cpu-based filter.

     
  • Squall Leonhart

    Squall Leonhart - 2014-03-27

    Yes, and the non multithreaded forms utterly destroy emulation speed on sub sandybridge cpu's.

    So changes to the renderer need to be made to make use of the multithreaded version.

     
  • Monochrome100

    Monochrome100 - 2014-03-27

    Then you should implement single-threaded version. Users with fast enough cpus will be able to turn on it on other users with slower processors can just dont use it. Haswell should be fast enough to use single threaded version, Haswell is very fast in emulation.

     
  • Monochrome100

    Monochrome100 - 2014-03-27

    Users with fast CPUs will be able to use single-threaded version so there is no harm in implementing it.

     
  • zeromus

    zeromus - 2014-03-27

    there arent textures on the gba, and if you think otherwise, youre wrong. if you're requesting for a full-screen magnification filter, then youre requesting it in the wrong thread.

     
  • Monochrome100

    Monochrome100 - 2014-03-27

    I now know GBA doesnt have textures. Regarding xBRZ I opened separate feature request about it. You Zeromus seem to have implemented xBRZ in Desmume maybe you can help implementing it in VBA-M ?

     
  • zeromus

    zeromus - 2014-03-27

    nope, not my project, not my interest, not a subject for this thread.

     
  • Monochrome100

    Monochrome100 - 2014-03-27

    Thats too bad but understandable.

     
  • mudlord88

    mudlord88 - 2014-03-27

    VBA-M has a libretro port. Use that for shaders like XBR. Seems pointless me slaving over a codebase that seems pretty complete to me apart from bugs.

     
    • Monochrome100

      Monochrome100 - 2014-03-30

      Retroarch VBA-M seems to be not up to date with newest version of VBA-M and many people prefer standalone emulators. Besides xBR and xBRZ dont have exactly same effect and xBRZ doesnt have problems with drivers so having xBRZ would be useful even in Retroarch not to mention standalone VBA-M.

       

      Last edit: Monochrome100 2014-03-30
  • Squall Leonhart

    Squall Leonhart - 2015-04-07
    • status: open --> closed
    • Group: May Add --> Won't Add
     
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