ADormant
ADormant
xBRZ is Gedosato is outdated. https://sourceforge.net/projects/xbrz/files/xBRZ/ https://sourceforge.net/projects/xbrz/files/?source=navbar https://github.com/hrydgard/ppsspp/pull/8338/files https://github.com/hrydgard/ppsspp/tree/master/ext/xbrz http://ngemu.com/threads/peops-opengl-1-78-xbrz-scalers-mod.173953/ http://ngemu.com/threads/peteopengl2tweak-tweaker-for-peteopengl2-plugin-w-gte-accuracy-hack.160319/ https://github.com/devinacker/bsnes-plus/pull/27/files https://sourceforge.net/projects/xbrz/files/xBRZ/ https://drive.google.com/file/d/0B_yrhrCRtu8GYkxreElSaktxS3M/view?pref=2&pli=1 https://github.com/libretro/common-shaders/tree/master/xbr https://github.com/gonetz/GLideN64/commit/daf18efabbae16454c83562456a6cc19b53255a1 https://github.com/gonetz/GLideN64/commit/5bf7a4e4dea9bc7f1b0cb68db5781b386a5470b7 https://github.com/gonetz/GLideN64/commit/65f29beba6f32f6887647baf28bdae07ad515b96 https://github.com/gonetz/GLideN64/commit/b81c8404fed4a1eb62d3c7354fb7151d1be9508b https://github.com/gonetz/GLideN64/commit/58c48a8f60e06b77c2dd5133f94b43f7a34218cd https://github.com/gonetz/GLideN64/commit/663b5d1f5e930d755b157a68fc804f0372622584
Multi-pass cpu filter framework is required for a cpu based version of Super xBR which can work directly on textures. https://github.com/libretro/common-shaders/tree/master/xbr https://drive.google.com/file/d/0B_yrhrCRtu8GYkxreElSaktxS3M/view?pref=2&pli=1 Here are screenshots of RE Remake on GC...
Option for higher color depth would be nice since NES has a very limited number of colors. Something like this: https://github.com/simias/rustation-libretro/commit/3db9e1bbf65baf75166139d136789d18bf65dbfe https://github.com/simias/rustation-libretro/commit/595ba82463d200b208d4d6be27c446cfe3c179d5 https://github.com/simias/rustation-libretro/commit/518f17ce6c0ce7847db75f7d8f5840d89137c033 https://github.com/simias/rustation/commit/b3e7626c5ce52c1587ff511bf74013ba4fa88558 https://github.com/libretro/beetle-psx-libretro/commit/5ed95bbdf2d7c349476de6d01356124c2e9edeb7 https://github.com/simias/rustation-libretro/commit/9178efe4bfa50777f5b5f253ada9af4fe7cc02e8 https://github.com/libretro/beetle-psx-libretro/pull/29/files https://sourceforge.net/p/desmume/code/5395/
 This is a revolutionary feature could it be implemented in punes? https://github.com/shonumi/gbe-plus https://github.com/mkwong98/HDNes
Unfortunately DolphinFX is outdated again could you update it to v2.40. https://github.com/Tinob/Ishiiruka/blob/master/Data/Sys/Shaders/Postprocessing/DolphinFX.glsl https://github.com/PCSX2/pcsx2/blob/master/bin/shaders/GSdx.fx https://github.com/PCSX2/pcsx2/commit/a1a5b25b915f31cc00a3b21fcda1f35e3a1d6142 https://github.com/PCSX2/pcsx2/commit/5ace5a5d8ed1e3866acc0eaa3c5f0f16793ac018 https://github.com/PCSX2/pcsx2/commit/eec86488e8851e2c1e0149ca1de63829862856b2 https://github.com/PCSX2/pcsx2/commit/fc0cebe7c5a7ea8ce2f88b214cc399e842d927d8
We already have specular reflections so I wonder if maybe subsurface scattering, diffuse reflections and interreflections are possible to add too for even more advanced effect, https://en.wikipedia.org/wiki/Diffraction https://en.wikipedia.org/wiki/Diffuse_reflection https://inst.eecs.berkeley.edu/~cs294-13/fa09/lectures/294-lecture3.pdf https://en.wikipedia.org/wiki/Subsurface_scattering...
It would help reduce stuttering even more. https://github.com/libretro/RetroArch/wiki/Getting-optimal-vsync-performance https://github.com/libretro/RetroArch/tree/master/audio
Multi-pass cpu filter framework is required for a cpu based version of Super xBR which can work directly on textures. https://drive.google.com/file/d/0B_yrhrCRtu8GYkxreElSaktxS3M/view?pref=2&pli=1 https://github.com/libretro/common-shaders/tree/master/xbr Here are screenshots of RE Remake on GC...
Could you update xBRZ to 1.4? http://ngemu.com/threads/peteopengl2tweak-tweaker-for-peteopengl2-plugin-w-gte-accuracy-hack.160319/ https://sourceforge.net/projects/xbrz/files/ https://sourceforge.net/projects/xbrz/files/xBRZ/ https://github.com/gonetz/GLideN64/commit/daf18efabbae16454c83562456a6cc19b53255a1 https://github.com/gonetz/GLideN64/commit/5bf7a4e4dea9bc7f1b0cb68db5781b386a5470b7 https://github.com/hrydgard/ppsspp/tree/master/ext/xbrz https://github.com/PeterTh/gedosato/tree/master/ext/xbrz https://github.com/hrydgard/ppsspp/pull/8338/files https://github.com/devinacker/bsnes-plus/pull/27/files
I'm not entirely sure about that but I heard some shaders like shader-based SSAA require the ability to store data between frames(you can check SSAA shader from PsxFX for this)....