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But it indeed looks better than any D3D shader available. On my Ryzen 1800X, 32-bit builds are totally bad and 64-bit builds with SSE2 or AVX/AVX2 run fine 1920x1200 except for heavy games that update all the screen at once too often (like Tyrian, and with frameskip or lowering 'quality' in the game it's still ok). There is one tunable I added ('xbrz slice'), but seems like changing it from default mostly does nothing good. Using any of these scalers resets output to surface even if specified otherwise and disables aspect correction because it affects scaling quality. well, text modes are totally gorgeous with it, gfx in games is comparable. The former is faster a bit, and the latter is slower but looks. The former is using nearest neighbor scaling after xbrz, and the latter is using bilinear scaling. This one basically adds few scaler types: xbrz and xbrz_bilinear.
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Portions from Daum, most of the code directly taken from, small code written to add options.
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Next, I've prepared a patch (sorry, not against GIT itself but just separate one against latest rev) to incorporate xBRZ scaler into DOSBox-X.
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