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Beetle PSX - SABR texel shading for OpenGL!

🕑 Added 2017-03-27 09:56:03 +0000 UTC
Beetle PSX - SABR texel shading for OpenGL!

Comments

Potato Fingers, Tomato Head

I've been messing around with retroarch today and ended up deleting it and starting fresh with the 14/04 build. Runs PlayStation games fine now.

The Libretro Team

I am running it on Linux; it's a laptop dating back to 2012. It has a Core i5 laptop CPU with an Intel iGPU 400. Not impressive tech at all. I can run most games with the GL renderer at fullspeed with 4x resolution (and even in most cases with SABR filtering activated), even combined with CPU overclocking at times (core option). So honestly, things run just fine on conservative hardware. I could ask radius how his experience is on Windows, but I imagine he will tell me things run just fine.

Potato Fingers, Tomato Head

I just tried this and it runs like crap, even at native resolution. I'm running a 4670k @4gh +1070. Running afterburner shows nothing is being pushed hardware wise so I've no idea what's going on. Tried both Opengl and Vulkan no difference

The Libretro Team

No specific reason I guess. Anyway, this doesn't have all of the nearest neighbor interpolation glitches that you see in so many other GL renderers that use those texture shaders/filters. So other than some noise here and there it's honestly far more consistent.

Brian Blakely

I normally see xBRZ implemented. Why SABR, pray tell?


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