The Tool Desk
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What does upscaling change?
Upscaling enlarges an image by mapping its original pixels onto a larger output. It does not add detail that was absent from the source. The key choice is how the larger image is drawn: repeat the original pixel values, or inspect neighboring pixels and modify selected transitions.
Nearest-neighbor keeps the pixel grid
Nearest-neighbor scaling assigns output pixels the color of a nearby source pixel. At an integer scale—such as 2×—each source pixel becomes a same-sized block of output pixels. Edges remain hard, and the original pixel shapes are easiest to inspect. This makes nearest-neighbor a useful fidelity-first choice and a baseline for comparing other filters.
Pattern-aware filters smooth selected transitions
Filters in the xBR and HQx families examine neighboring-pixel patterns and adjust certain edges to create smoother-looking contours. This can make diagonals and curves appear less jagged, but it is a reconstruction choice, not a recovery of lost source detail. Smoothing may change intentional stair-step shapes or blur the distinction between tiny features. The paper Depixelizing Pixel Art discusses reconstruction methods alongside nearest-neighbor and specialized pixel-art scaling approaches; Libretro’s shader documentation also describes pattern-recognizing filters.
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Choose the workflow that matches what you are scaling
An image scaler and an emulator shader operate in different places. Use an offline tool when you have an image file to process; use an emulator’s rendering options when you want to change the game as it runs.
For a saved image: xBRZ CLI
The xBRZ project documents a command-line utility for scaling pixel-art image files at factors from 2× through 6×. It is suitable for an offline workflow, such as preparing an enlarged image for viewing or editing. Check the project’s current instructions for syntax and supported file formats; the available information here does not establish a particular command or current release version.
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For live emulator output: HQx shaders
HQx shader presets are intended for compatible emulators, including RetroArch. A shader changes rendered output in the emulator rather than creating a separate enlarged source file. Compatibility depends on the emulator and its rendering support; the HQx project notes that integration may require support for an additional texture. Check the preset and emulator documentation for the relevant setup.
For PSP emulation: PPSSPP texture scaling
PPSSPP documents xBRZ and other texture-scaling choices in its PSP emulation settings. Its documentation specifically warns that its texture scaling is CPU-based and can have a substantial performance impact. Treat that as a caveat about PPSSPP’s implementation, not as a general performance claim about every emulator shader or offline scaler.
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Compare the results on the game you actually play
There is no universally best filter established across games, devices and implementations. A filter that improves one game’s rounded sprites may distort another game’s fine outlines. Compare the same scene using the same output size, then judge the trade-offs that matter to you.
| Approach | Pixel-grid fidelity | Edges and small details | Where it fits | Scale and practical considerations |
|---|---|---|---|---|
| Nearest-neighbor | Preserves the source pixel shapes most directly. | Leaves hard, block-shaped edges; does not smooth selected transitions. | Offline image scaling or a compatible emulator’s scaling pipeline. | Integer scaling gives each source pixel a clear, uniform output block. At non-integer scales, naive sampling can encounter ambiguous texel boundaries unless the pipeline handles alignment. |
| HQx shader | May change selected source-pixel transitions. | Pattern-aware smoothing can soften contours; check whether fine features remain distinct. | Compatible emulator output, including RetroArch shader presets. | Preset compatibility and integration requirements depend on the emulator; additional texture support may be required. |
| xBRZ CLI | May change selected source-pixel transitions. | Pattern-aware processing aims for smoother-looking contours; inspect details in the actual image. | Offline image files. | The project documents 2×–6× factors. A current version, benchmark or runtime comparison is not established here. |
| PPSSPP texture scaling | Depends on the selected scaling choice. | PPSSPP documents xBRZ and other choices; visual results vary by game and setting. | PPSSPP’s PSP emulation settings. | PPSSPP says its texture scaling is CPU-based and can have a substantial performance impact. |
Handle non-integer display sizes carefully
Integer scaling is straightforward because each source pixel maps to a whole number of output pixels. A target display or window may not fit an integer multiple of the game’s source resolution. With naive nearest-neighbor sampling at a non-integer scale, sample positions can land on ambiguous texel boundaries, producing uneven pixel widths or inconsistent selection.
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Libretro’s shader guidance discusses aligning samples to the pixel grid or using integer scaling before a later scaling pass. If a nearest-neighbor image looks uneven, check the emulator’s integer-scale or sampling-alignment options before concluding that the game art itself is inconsistent. A later display-scaling step may still affect the final appearance, so judge the complete output pipeline.
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A practical way to decide
- Identify the output you need. For a saved image, use an offline scaler such as xBRZ CLI. For the game while it runs, look for compatible emulator scaling or shader options.
- Set a useful comparison size. Compare at the scale you intend to use. Prefer an integer scale when possible for a clean nearest-neighbor reference; if the display requires a non-integer fit, check sampling alignment.
- Use nearest-neighbor as the reference. Note whether the original outlines, tiny symbols and deliberate stair-step patterns remain clear.
- Try a pattern-aware option. Compare HQx or xBRZ output against that reference, looking specifically for smoother contours, changed sprite silhouettes, and details that have merged or disappeared.
- Check compatibility and performance in context. Confirm that the emulator supports the preset or setting. In PPSSPP, account for the documented CPU cost of its texture-scaling feature; do not assume another implementation has the same cost.
- Keep the version that serves the game. Choose pixel-grid fidelity when preserving the original shapes matters most, or a smoother filter when its contour changes look better to you and do not obscure important detail.
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