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
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.
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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.
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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.
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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 ?
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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
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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
VBA-M doesnt detect subpixel information ? Could you add it in future and what about xBRZ ?
subpixel information is not available to a sprite/tile renderer.
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.
The hardware flat out doesn't have any 3D rendering capabilities.
Trilinear filtering requires mipmapping. There is no mipmapping in the hardware.
They aren't textured, its complex sprite work using Mode-7 simulation.
But still XBRZ seems to be easier to add than Anisotropic Filtering can you respond if its possible to implement it in VBA-M ?.
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.
But xBRZ is cpu-based filter.
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.
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.
Users with fast CPUs will be able to use single-threaded version so there is no harm in implementing it.
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.
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 ?
nope, not my project, not my interest, not a subject for this thread.
Thats too bad but understandable.
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.
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