Posted on 19-04-17, 18:06 in SNES HD mode 7
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Since: 04-17-19

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Posted by hunterk
If anyone is interested, I just ported over hyllian's Super-8xBR-3D-6p shader, which should smooth out pixels that have been upscaled by 8x (that is, the stuff that's *not* hires mode7). It's in the quark shader repo.

I haven't actually tested it with any mode7 stuff, just verified that it compiles properly and smooths out an 8x scaled image (tested via aliaspider's shader test program), so if anyone tries it, I'd be interested in seeing screenshots :)

tried it out and it looked a little funky.



shooting in the dark I wondered if it was because nothing was scaled up 8x on my screen. Edited super-8xbr-3d-pass0.fs and super-8xbr-3d-pass1.fs changing #define XBR_RES 8.0 to #define XBR_RES 4.0 and it looked like



Rather nice, if a tad blurry somehow :)
Posted on 19-04-19, 08:41 in SNES HD mode 7 (revision 1)
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Since: 04-17-19

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with DerKoun's beta 3 in Mario Kart the internal resolution (if that makes sense) is now different on the track than it is on the title screen and menus. So Hyllian's Super-xbr-3d (meant to smooth 2d elements like sprites while ignoring a 3d background) works on the track (see my screenshots earlier on page 2) but makes the menus garbled. Conversely regular shaders like scalefx work in the menus but not on the track. In the initial beta the menus were at the same internal resolution, and super-xbr-3d could handle the whole game.

tl;dr internal resolution increases when mode7 is in use but not otherwise, but this confuses shaders. Could it stay consistent? Allows for http://chattypics.com/files/superxbr_v6ho1f2s4w.png
Posted on 19-04-22, 20:53 in SNES HD mode 7
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Since: 04-17-19

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Posted by byuu


with DerKoun's beta 3 in Mario Kart the internal resolution (if that makes sense) is now different on the track than it is on the title screen and menus.


That one was my change. It's the same way hires and interlace modes work, the output resolution is the smallest size that will fit the game content. This is a fairly important speedup (outputting 4K pixels in *software* is going to be intensely painful even without any emulation at all), and it's also necessary to output at 256x240 for most shaders to work.

It does look bad when changing modes, but the alternative is relegating 90% of hunterk's quark shader repository to non-working status.

Any upscaling shaders in the quark shader repository are already non-working in HD mode 7. The only exception is super-xbr-3d (that hunterk ported over specifically in response to HD mode 7). Which is broken in menus now due to them not rendering at the same resolution as the mode 7 parts of games.

Outputting that many pixels isn't something I'd want to do all the time for sure, but if I already (optionally!) have HD mode 7 on and am outputting that many when in mode 7 anyway, I wouldn't mind doing so in menus too, if at least one upscaling shader would work for the whole game. Currently with HD mode 7 I can either apply a single upscaling shader to the menu, or to the on track portion of Mario Kart, but not both, which was possible before.

Whether that's a good reason to change things or not, am I at least making sense (phobia of sounding dumb)? Have you tried running HD mode 7 in conjunction with any upscaling shaders? Would you consider that something worth being able to do?

Anyway, really grateful for your work!
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