backup on archive.org: https://web.archive.org/web/20120630044334/http://www.hiend3...
http://en.wikipedia.org/wiki/Hqx
Source: https://code.google.com/p/hqx/source/browse/trunk/src/hq4x.c
backup on archive.org: https://web.archive.org/web/20120630044334/http://www.hiend3...
http://en.wikipedia.org/wiki/Hqx
Source: https://code.google.com/p/hqx/source/browse/trunk/src/hq4x.c
[0]: http://research.microsoft.com/en-us/um/people/kopf/pixelart/
Not to mention that muscles have a smoothly-graded tone under the 'ours' algorithm, whereas hq4x has an unlifelike blocky effect.
Maybe the results of "ours" aren't exactly faithful in style in some cases, but they're globally consistent, and I find the shapes semantic more truthful. As for hq4x by itself, I actually prefer the original sprites overall.
For Bowser, I think hq4x is fine (the mouth needs not have a smooth contour like a human's - compare with a dinosaur or a crocodile), but you are giving more weight to the fact that the shaded part on the bottom right of the mouth is broken in several pieces, instead of being a single piece like in ours.
For Fake Sage, I think hq4x does better. A pointy moustache is fine. The "ours" version is practically melted, and hardly recognizable as an old man - it looks more like some sort of fish shaman.
For Axe Battler 2, the shaded part of the sword is jagged in hq4x, but that doesn't bother me. Same thing for the broken black outline in the leg. I am much more bothered by how "ours" messes up his face.
In general, I would say that "ours" is better at putting together some parts that are supposed to be a single line, while hq4x separates them (especially with thin shadows). But graphically, hq4x's result is much more faithful to what the sprite is supposed to represent. With "ours", everything looks like melted ink, or like it's been seen through a wet pane of glass in the rain.
It would be nice to see if it's possible to combine "ours"'s better detection of continuous shades with hq4x's better preservation of straight lines and details.
There was a video posted here, with them rendered at the same resolution side by side.
https://news.ycombinator.com/item?id=7307975
It's really a matter of taste in this video.
A big difference in the techniques is that hq4x is a fix-rate upscaling, whereas Microsoft's can handle arbitrary target resolutions. At the same rez, they are pretty equivalent. But, MS has the option to go higher. HQ8x has not yet been developed. I doubt that HQ(arbitrary)x is possible without completely changing the algorithm.
As for the video, the dent in Mario's cap outline and the similar angles in the background outlines ruins hq4x for me, while I could live with the "200"/"400" lettering (which looks better on hq4x) because it disappears quickly (but does not bode well for other cases where text appears)