Removing pixel filters

spacy51
Senior Member
Posts: 371
Joined: Tue Mar 18, 2008 4:59 pm

Removing pixel filters

Post by spacy51 »

Doing my anti-bloat campaign, I am considering removing some rarely used pixel filters (CPU only).

 

Here's what I would remove:

  • Pixelate

  • TV mode OR Scanlines

  • Bilinear

  • Bilinear Plus

  • LQ2x (not sure, comment!)

  • 2x SaI (not sure, comment!)

 

Here's what should stay:

  • Simple 2x/3x/4x (nearest neighbor) [useful for debugging pruposes]

  • Super 2xSaI

  • Super Eagle

  • AdvanceMAME Scale2x

  • HQ 2x/3x/4x

Last edited by spacy51 on Mon Oct 27, 2008 2:52 pm, edited 1 time in total.
Hard Core Rikki
Member
Posts: 78
Joined: Tue Apr 08, 2008 12:26 pm

Removing pixel filters

Post by Hard Core Rikki »

I personally appreciate the TV-like filtering. Is removal indispensable? Feature loss would encourage forks of vba-m (the official version turning into a 'lite' one with smaller featureset might not be the best course of action)

 

2xsai and tv-like filters are appreciated by many, and available by default for many 2d emus.

 

Such a question would benefit from feedback from a wider audience. Posted here: http://forums.ngemu.com/vba-m-discussion/113301-removing-pixel-filters.html

Last edited by Hard Core Rikki on Mon Oct 27, 2008 3:25 pm, edited 1 time in total.
mudlord
Senior Member
Posts: 306
Joined: Sun Feb 08, 2009 7:16 am

Removing pixel filters

Post by mudlord »

I'm interested what Linux users think.....

 

For Windows, we already have filter plugins so......

SCHUMI4EVER
Member
Posts: 109
Joined: Tue Mar 18, 2008 6:48 pm

Removing pixel filters

Post by SCHUMI4EVER »

NOOOOOOO not Bilenear/Bilenear Plus !!!!!!

spacy51
Senior Member
Posts: 371
Joined: Tue Mar 18, 2008 4:59 pm

Removing pixel filters

Post by spacy51 »

NOOOOOOO not Bilenear/Bilenear Plus !!!!!!

 

Ehm.. you know that OpenGL/Direct3D can do this in hardware? SDL does it as well if I'm not mistaken.

And Bilinear plus looks like it has a bug.

Last edited by spacy51 on Mon Oct 27, 2008 5:25 pm, edited 1 time in total.
bgK
Member
Posts: 88
Joined: Thu Apr 17, 2008 3:58 pm

Removing pixel filters

Post by bgK »

Agreed, there are too much similar filters. I don't care which filters are removed.

SCHUMI4EVER
Member
Posts: 109
Joined: Tue Mar 18, 2008 6:48 pm

Removing pixel filters

Post by SCHUMI4EVER »

No I was not aware that hardware can be used. As long as some method of using at least Bilenear is retained within the emu I am happy.

Cobra951
Junior Member
Posts: 15
Joined: Thu Sep 11, 2008 10:30 pm

Removing pixel filters

Post by Cobra951 »

I use Super Eagle mostly, and occasionally Super 2xSAI. As long as those stay, I'm good. But I wonder why it would be necessary to remove any as an anti-bloat step? To me, bloat is code that weighs down performance. These are mutually exclusive options, and the only encumbrance on performance should come from the one the user selects. No?

Squall Leonhart
Posting Freak
Posts: 1223
Joined: Tue Mar 18, 2008 9:21 am

Removing pixel filters

Post by Squall Leonhart »

Doing my anti-bloat campaign, I am considering removing some rarely used pixel filters (CPU only).

 

Here's what I would remove:

  • Pixelate

  • TV mode OR Scanlines

  • Bilinear

  • Bilinear Plus

  • LQ2x (not sure, comment!)

  • 2x SaI (not sure, comment!)

 

Here's what should stay:

  • Simple 2x/3x/4x (nearest neighbor) [useful for debugging pruposes]

  • Super 2xSaI

  • Super Eagle

  • AdvanceMAME Scale2x

  • HQ 2x/3x/4x

 

I use both LQ2X and 2xSaI, 2xSaI looks better on 4:3 resolutions, while LQ2X is better on 16:9 and 16:10 resolutions.

 

LQ2X is 3/4 the qualty of HQ2X, while only requiring half the cpu processing.

 

on an AthlonXP 3000, i can use LQ2x on firered, during the opening with the fire, while HQ2x requires frameskipping to run at 100%

Last edited by Squall Leonhart on Tue Oct 28, 2008 4:06 pm, edited 1 time in total.
Vorpal86
Junior Member
Posts: 2
Joined: Mon Jan 12, 2009 6:05 pm

Removing pixel filters

Post by Vorpal86 »

Well, as long as you leave Scanlines (2x...) and Super 2xSaI the rest can go, and maybe keep Pixelate to still keep a GBA style lcd look. That's three useful and common pixel filters. I've explained my interest and reasons for keeping them and have given examples as to why they should be left:

 

Scanlines - - - Simulates playing VBA on a TV using the GC Gameboy player

Super 2xSaI - Looks quite nice and smooth for cartoon style gba games (Pitfall...)

Pixelate - - - Appears to give nearly the same result as a regular GBA screen

 

There are quite a few plugin renderers for use with Kega Fusion, and all in all most of them are the same. BUT, anyway, I'd like to have VBA-M keep these three. Scanlines would be my personal favorite to keep however if any others were to go.

 

PS: This is my first post, and just glad to join now since i just recently found out about a version of VBA finally seeing another new version after a long while. :-)

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