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I like scaling though ;) Pelase don't tell me GBA games look better on GBA system than on gpSP on the Pandora with scaling on!
Look better yes, but do they contain any more detail then the original image no.
 
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I like scaling though ;) Pelase don't tell me GBA games look better on GBA system than on gpSP on the Pandora with scaling on!
Look better yes, but do they contain any more detail then the original image no.
This guy know what he is talking about. Image looks better, but cannot get more detail than the original source. IF you get any more detail, then the scaling algorithm is doing something wrong, you can bet.
 
I like scaling though ;) Pelase don't tell me GBA games look better on GBA system than on gpSP on the Pandora with scaling on!
Look better yes, but do they contain any more detail then the original image no.
This guy know what he is talking about. Image looks better, but cannot get more detail than the original source. IF you get any more detail, then the scaling algorithm is doing something wrong, you can bet.
I've never said scaling contain more details.  I just said it looks better....
 
I like scaling though ;) Pelase don't tell me GBA games look better on GBA system than on gpSP on the Pandora with scaling on!
Look better yes, but do they contain any more detail then the original image no.
More detail, yes. That's why it looks better: jagged diagonals are interpolated in a better way than what simple nearest neighbors or bicubic smoothing would do to it.

More information (in the sense of Kolmogorov complexity or Shannon entropy), of course not. The minimal description length of the output of the scaler can be at most the size of the input plus a small constant for the scaling algorithm.
 
I like scaling though ;) Pelase don't tell me GBA games look better on GBA system than on gpSP on the Pandora with scaling on!
Look better yes, but do they contain any more detail then the original image no.
More detail, yes. That's why it looks better: jagged diagonals are interpolated in a better way than what simple nearest neighbors or bicubic smoothing would do to it.

More information (in the sense of Kolmogorov complexity or Shannon entropy), of course not. The minimal description length of the output of the scaler can be at most the size of the input plus a small constant for the scaling algorithm.
Thanks for fixing our terms /b/ro. Learning a new thing everyday.

:D
 
_wb_ just said what I did, just more elegantly.. or should I say a more completely. .
 
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Don't want to start a war here but you said "no more detail..." and _wb_ said "yes more detail..."  How can those two be the same?  :p
 
Because what TrashyMG meant by "no more detail", is what _wb_ referred to as "no more information".  There is no conflict there, just different use of the terminology.

- Neelix
 
You can never get a picture better than the original source.
Tell that to the scale2x/2xSAI/super Eagle/what evar devs ;) (http://en.wikipedia.org/wiki/Image_scaling)

(but in the case of conectivity you're right)
Hey folks, a bit off-topic, but the next version of Inkscape will have support for a feature I've been working on lately: http://research.microsoft.com/en-us/um/people/kopf/pixelart/ (the Kopf-Lischinski vectorizer)

Here is a preview video (the code is already on trunk if you know how to compile Inkscape from source):

 
I ♥ Inkscape.

Someday, there will be an image enhancer, which will vectorize SNES games and make them shine in HD.

"A Link to the past - HD" *dream*.
 
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I ♥ Inkscape.

Someday, there will be an image enhancer, which will vectorize SNES games and make them shine in HD.

"A Link to the past - HD" *dream*.
I have a Inkscape sticker on my netbook.

=)

And about "vectorize SNES games and make them shine in HD", depending on the game you want to play, Kopf-Lischinski already will make them shine in HD. Look at the supplementary material comparing the techniques (and see if the result is good for the game you want): http://research.microsoft.com/en-us/um/people/kopf/pixelart/supplementary/index.html

And my implementation for Inkscape was done in the form of a library, then it could be integrated in existing emulators (without the Inkscape dependency). The problem is: Kopf-Lischinski algorithm is too slow for real-time, but if your emulator support save/load all graphical assets to/from disk (like M64+ hi-rez support), then you're ready to go.
 
I ♥ Inkscape.

Someday, there will be an image enhancer, which will vectorize SNES games and make them shine in HD.

"A Link to the past - HD" *dream*.
And about "vectorize SNES games and make them shine in HD", depending on the game you want to play, Kopf-Lischinski already will make them shine in HD. Look at the supplementary material comparing the techniques (and see if the result is good for the game you want): http://research.microsoft.com/en-us/um/people/kopf/pixelart/supplementary/index.html

And my implementation for Inkscape was done in the form of a library, then it could be integrated in existing emulators (without the Inkscape dependency). The problem is: Kopf-Lischinski algorithm is too slow for real-time, but if your emulator support save/load all graphical assets to/from disk (like M64+ hi-rez support), then you're ready to go.
Yep, and I think, that Zelda would already look great with this.

I am just waiting for an emulator, which will use it, although I would probably need an octacore system for that

or workarounds like prerendering, as you already mentioned.

Super Mario World and Super Mario Kart (if just done with the sprites) would look great besides other games with similar style too.
 
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I ♥ Inkscape.

Someday, there will be an image enhancer, which will vectorize SNES games and make them shine in HD.

"A Link to the past - HD" *dream*.
And about "vectorize SNES games and make them shine in HD", depending on the game you want to play, Kopf-Lischinski already will make them shine in HD. Look at the supplementary material comparing the techniques (and see if the result is good for the game you want): http://research.microsoft.com/en-us/um/people/kopf/pixelart/supplementary/index.html

And my implementation for Inkscape was done in the form of a library, then it could be integrated in existing emulators (without the Inkscape dependency). The problem is: Kopf-Lischinski algorithm is too slow for real-time, but if your emulator support save/load all graphical assets to/from disk (like M64+ hi-rez support), then you're ready to go.
Yep, and I think, that Zelda would already look great with this.

I am just waiting for an emulator, which will use it, although I would probably need an octacore system for that

or workarounds like prerendering, as you already mentioned.
Well, a octacore wouldn't help much. Something way more useful would be a really fast memory access (and large amounts of cache). I intend to replace current memory layout of libdepixelize to create a "cache-oblivious algorithm", then I'll start to explore parallel computing (but ain't easy, because Kopf-Lischinski has a lot of data dependency in some of the processing steps).
 
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