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mdapt dedithering doesn't blend very well with bigger grids #156
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could you make an edge preserving dedithering with two variants, one is for graphics priority with more aggressive blending with more errors, and another is for text priority with subtle blending without causing text errors. so two needs can be satisfied. i'm guessing the text priority part is already exist and fullfilled its purpose. because fighting games like this could benefit more from graphics than text. |
It's possible, but it's not just text that gets blended with false positives; any small detail like eyes can get averaged away. |
yes please. |
i've been thinking. this dithering is basicly checkerboard rendering of two layer of frames that overlays on top of each other to produce transparency effect, so it's two half-pixel-frames that needs to be upscaled to full frames and overlaid on top of each. so we already have upscaling filters like scalex, xbr, and nnedi3. first we need to upscale odd and even pixels separately then blend them to a single frame. is anyone willing to attempt that approach? |
Original
mdapt
gdapt
cbod
infact none of the available shaders able to blend the dithering in this scene.
for reference purposes heres what it looks like with kawase0:
kawase0
blur7
blur7 completely blends checkerboard pattern
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