On top of this, the "Deposterize" option tackles posterization edges in compressed textures, allowing for a smooth gradient rather than a sharp transition. Durante's filter switches between xBR and bilinear/bicubic filtering depending on the texture information. PPSSPP has a scaling option known as "Hybrid." There's also an option called "Deposterize." Posterization, meaning a sharp contrast in hue from one pixel to another (very common in low-quality gifs) has been a problem plaguing texture scaling algorithms for quite some time. Worse at some things the other scalers excel at.ĭurante's Hybrid and Deposterization Filters for PPSSPP.Detects small features that get messed up by HQx and xBR.Worse at some things that HQx excels at.Ī modified version of xBR, which is very similar except it's better at scaling up smaller features consisting of There are deposterization filters in some emulators (e.g. This gives textures smoother curves and slopes, as well as fewer artifacts. It detects edges better, which works better for curved lines, or for slopes that are greater than/less than 45 degrees. The alternatives are much better.Ī modified version of HQx. in Pete's OpenGL2 plugin for PSX emulators). Adequate if it's the best option available (e.g.Less system-intensive than HQx and xBR.Scales the texture and fills edges in with a mixture of pixels taken from the source and randomly-guessed colors. Worse at some things that xBR excels at.Ī texture scaling algorithm.The finer details of the textures/sprites might be obscured by bad edge detection.Curves and slopes that aren't 45° look jagged compared to everything else.Yoshi's Island) may benefit from this filter, as it preserves the cartoony look. While it is inherently destructive, some games (eg.Scales up a nearest-neighbor version of the texture and fills in the gaps with copies of the pixels next to said gaps. As with bilinear, low-resolution games will more than likely appear overly blurry using this method.Ī texture scaling algorithm.Looks better than bilinear filtering for 3D games.This linear filtering method does the same thing as bilinear filtering, except it passes through twice, giving a smoother gradient. If you have the hardware to do so, look into more complex filtering methods to preserve clarity.This is especially noticeable in 2D games, and low res 3D games. At low resolutions, 2D games tend to become very blurry.It's the least system-intensive form of texture filtering/scaling.Looks better than nearest neighbor for 3D games.This linear filtering method uses color data from the pixels in a nearest-neighbor texture, and combines multiple bits of color data in order to replace some of the pixels with an averaged-out version of the colors, so that the colors gradually switch rather than jump to a new color. This can result in pixel art losing clarity, and text may become hard to read. Unfiltered pixels tend to look odd, with some being thicker than others.At integer values (eg, exactly double or quadruple resolution) it's practically "unfiltered".This method sorts pixels into the nearest place relevant to its placement in the original resolution, in order to display the image at whatever resolution you specify. Types of Texture Filtering Filtering type 3 Durante's Hybrid and Deposterization Filters for PPSSPP.