Nemo said:
Just a note on the HQ4x link. Over at zsnes, we got HQ3x working, and it took mucho optimizations to get it to run playably. I'm talking about 10/60 framerates on a SNES game on a 1.3 Ghz system. Just to warn you, heh.
EDIT: The other filter is not designed for 3d objects, it's designed for 2d textures. The example just happens to have placed those textures on a cube. Would be nice to see some filters used for 3d though, never really thought about that. Maybe interpolating blocky curves to smooth them out.
Sorry for going off topic, but I felt I had to address a few things. Delete this post as necessary.
i also think it's fascinating, so go ahead and inform us.
the message boards have seemed kind of strict lately (which is extra lame imho), and it's a little OT, but i think stuff like that is the future of emulation, since all games will be emulated perfectly eventually. (just look at zsnes, jnes, fce ultra and 1964)
probably the boards are getting strict because everybody is so anticipating 1964 (that's a funny sentence now, isn't it, in the year 2003?), so there's little touchy comments all over the place. personally i think rice and schibo rule, and can't wait myself, but it'll be here when it's done, and that's good enough for me. i know what long hard hours on a thankless project are like.
anyway, once 1.0 is done, and the source is released, i think texture enhancement and stuff is going to be the main bag for emu dev.
personally i think the vid quality of hq3x is totally worth it in zsnes. it looks beautiful. as monitors get bigger, and computers get even more powerful, the speed will be even less of an issue, and the importance of improving visual quality will be even more important.
i'm kind of bewildered that hq3x takes so much cpu power, though, actually, it seems like such a simple algorithm. could it be off loaded to the gpu through opengl or something? just wondering.
later!