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The Libretro Team
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Beetle PSX - SABR texel shading for OpenGL!

We just updated the Beetle PSX core with a couple of worthwhile new features.

To begin with, we fixed a longstanding bug that could occur with the OpenGL renderer.

Most importantly, though, we added a new texture filtering option for the OpenGL renderer. Called 'SABR', using this option will increase the load placed on your GPU but the graphics will look a lot better and less pixelly (if you like that sort of thing).

If you don't, then select 'Nearest' instead and everything will be back to normal.

We have removed the 'bilinear' and '3point' filtering options since they lead to a lot of nearest neighbor visual anomalies and they didn't make the graphics look all that much better anyways. So a worthwhile sacrifice in order to get SABR instead.

If you are not convinced yet of what kind of image quality SABR can bring to the table, watch this screenshot gallery here -

http://imgur.com/a/VWo2k

How to get and install this:

1. Start up RetroArch. Inside the main menu, go to 'Online Updater'.

2. Select 'Core Updater'.

3. Browse through the list and select 'PlayStation (Beetle PSX HW)'

How to make use of this feature.

1. While the game is already running with the Beetle PSX HW core, go to the main menu inside RetroArch, and go to Quick Menu.

2. Select 'Options'.

3. (optional) Make sure 'Renderer (restart)' is set to 'opengl' if not already.

4. Set 'Texture Filtering' to SABR. You can change on-the-fly between 'SABR' and 'nearest'.

Beetle PSX - SABR texel shading for OpenGL!

Comments

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.

Potato Fingers, Tomato Head

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.

The Libretro Team

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

Potato Fingers, Tomato Head

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.

The Libretro Team

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

Brian Blakely


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