Finally a game whose texture mods make it actually look better and not odd in any way. The new grass is stunning.
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Brilliant work.
Looks amazing. Might have to give it a go myself.

Finally a game whose texture mods make it actually look better and not odd in any way. The new grass is stunning.
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Brilliant work.
Slightly too blurry for my tastes, but that's overall a really nice execution.
I'm not seeing the blurry, I mean besides the games built in DOF.
Hmm? Game doesn't have built in DoF.
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The DOF is from Ishiiruka's, not the original game
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The Wind Waker is unique among cel-shaded video games for its lack of an outline around displayed objects and its usage of detailed textures. The usage of advanced effects, such as light-mapping, heat haze, and depth of field blur also set this game apart from others of its type. The heat haze was also used in Twilight Princess, and the depth-of-field blur was used in subsequent games.
The Wind Waker* '​s cel-shaded art style makes use of real-time lighting and effects like depth-of-field blur, making the game feel stylistically similar to a cartoon while also setting it apart from other games in this style.
sounds right; I mean the GUI isn't even finalThere's one screenshot I've seen of actual legitimate looking DoF in Wind Waker, but its from Nintendo's site for Wind Waker which makes me think it may be a bullshot and the full DoF may not be present in the final game? The IQ on it is significantly better than any of the other screenshots as well.
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I don't think it's so obvious?
Looking through some images, it actually seems more like the emulator used to have an emulation bug rendering lower res the further something is.
Maybe thats what people are referring to when they say DoF but that just seems more like a performance trick since it doesn't seem to be adding any sort of DoF blur, just rendering it at a lower quality. It is hard to tell tho because screenshots are themselves of a pretty low quality. It would be interesting to see some HDMI screenshots of GC Wind Waker through WiiU.
Which might actually be appropriate behavior based on these screenshots from the actual gamecube version, where further stuff seems lower res.
Was going to post those exact shots, as they are the only ones in google image search that show it.
This is what DoF is, don't know if there is a misconception here. DoF is a blurring of distant objects to contrast sharpness of near objects, and it is clearly visible in those low res screens of the GameCube version. There is no decreasing of resolution, that is DoF image effect that you are calling "low res".
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Regardless of all of this though, the DoF in the screenshots Wask was posting definitely isn't the same as the one that may be present in the game by default.
I know what DoF is, but looking at examples like this
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the aliasing on the light house in the distance is actually stronger than the aliasing elsewhere, which makes me think it may just be rendering at a lower res. I know the game has a haze effect it uses but I don't know that it feels appropriate to call it DoF.
You've got it backwards, it's highly aliased because it's a lower resolution DoF buffer because it's less taxing when doing DoF. It's not taking the entire frame and then blurring it in post. If performance was an issue, it wouldn't have been an effect at all and everything would be in focus.
Hello all
I just wanted to throw this out there and share this with more members of the gaming community, i've created an easy-to-use shader pack for retroarch that simulates a variety of CRT televisions and signal qualities. This is not a simple scanline .png thrown on top of a badly upscaled image, I spent alot of hours tweaking and finding the right combination to simulate an analog look on an LCD and think this is very close to the real thing. It is a good alternative to CRT-Royale and should run faster on older hardware with no tinkering required.
Here is a sample comparison of the various filters in the pack.
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You can find it at http://libretro.com/forums/showthread.php?t=3998
Would love to see some screenshots from anyone who uses it!
Hello all
I just wanted to throw this out there and share this with more members of the gaming community, i've created an easy-to-use shader pack for retroarch that simulates a variety of CRT televisions and signal qualities. This is not a simple scanline .png thrown on top of a badly upscaled image, I spent alot of hours tweaking and finding the right combination to simulate an analog look on an LCD and think this is very close to the real thing. It is a good alternative to CRT-Royale and should run faster on older hardware with no tinkering required.
Here is a sample comparison of the various filters in the pack.
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You can find it at http://libretro.com/forums/showthread.php?t=3998
Would love to see some screenshots from anyone who uses it!
Thanks for the complement guys, here is a lovely screenshot, Gremlins 2 comparing a raw output to an S-video filtered one
Take note of the rope in the background how it goes from a garbled mess to a nice smooth and round natural shape, It is shots like this that puts to rest the myth games were built around razorsharp square pixels, anytime someone says otherwise show them this
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Thanks for the complement guys, here is a lovely screenshot, Gremlins 2 comparing a raw output to an S-video filtered one
Take note of the rope in the background how it goes from a garbled mess to a nice smooth and round natural shape, It is shots like this that puts to rest the myth games were built around razorsharp square pixels, anytime someone says otherwise show them this
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You'll probably greatly appreciate these two screenshots then. The improvement is staggering.
I'd actually be really curious to see what the first screenshot looks like using your shaders.
Got it working using these settings:Hey guys, i know it's not really the place, but i didn't find the answer anywhere, so here's my question :
on the ZSNES emulator, when i try to configure the resolutions and the filter, something is weird!
I have a custom resolution, 1920x1080! And when i activate the HQ filter, the size of the screen is reduced, like this :
I tried a bunch of other configuration, but it always does the same! Any idea? thanks
Hey guys, i know it's not really the place, but i didn't find the answer anywhere, so here's my question :
on the ZSNES emulator, when i try to configure the resolutions and the filter, something is weird!
I have a custom resolution, 1920x1080! And when i activate the HQ filter, the size of the screen is reduced, like this :
I tried a bunch of other configuration, but it always does the same! Any idea? thanks
Why the fuck are you using zsnes in 2015
Do yourself a favour and use something that actually emulates SNES games properly like snes9x or bsnes/higan.
This as well, lol.=pWhy the fuck are you using zsnes in 2015
Do yourself a favour and use something that actually emulates SNES games properly like snes9x or bsnes/higan.
Got it working using these settings:
Why the fuck are you using zsnes in 2015
Do yourself a favour and use something that actually emulates SNES games properly like snes9x or bsnes/higan.
ZNES is a hacky piece of shit that breaks compatibility, has inaccurate sound and graphics and does not run any game accurately in the least.
Nostalgia isn't an excuse either otherwise we would all still be using NESticle.
fine but like i said i never encountered any issue with the game i played! Do you have any concrete exemple? I'm genuinely curious
Most CRT shaders have an overscan option. I typically give it 2% overscan and curve the screen ever so slightly (less than in the above images). It is, of course, all for nostalgia's sake. If you gamed on a tiny TV or played really close, then a more extreme curvature might be pleasing. I did most of my gaming in the 90s on a 25 inch with a slight curve so that's what I like to emulate.Filters can be very nice, but I'll never understand emulating crt screen curvature... To be more authentic they need to chop off a few pixels worth of the image all the way around. An option for it wouldn't be too bad.
Some games with zsnes didn't even load for me, or certain games would freeze before I could progress any further.i alway used zsnes, and i haven't had any problem until now... every game worked fine so why change? And yeah like entrement said, nostalgia, i like the purple looks of it, haha!
I changed my PC last month and now it doesn't work anymore.... but yeah now i'm on snes9x since it doesn't work anymore with zsnes, still don't know why
thanks anyway
http://www.tested.com/tech/gaming/2712-why-perfect-hardware-snes-emulation-requires-a-3ghz-cpu/
This is what you're looking for.
(Edit) http://arstechnica.com/gaming/2011/...-3ghz-quest-to-build-a-perfect-snes-emulator/
Should have linked to this one.
bsnes' accuracy in this area stems from an incredibly complex process of melting the circuits of DSP chips and scanning their surfaces with an electron microscope to determine the program code. That's dedication
Most CRT shaders have an overscan option. I typically give it 2% overscan and curve the screen ever so slightly (less than in the above images). It is, of course, all for nostalgia's sake. If you gamed on a tiny TV or played really close, then a more extreme curvature might be pleasing. I did most of my gaming in the 90s on a 25 inch with a slight curve so that's what I like to emulate.
Fun with silhouettes:
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Thank you I haven't seen good shots in quite a while lol.
These are just great how did you get those effects?
-gecko code for complete camera control
-special brawl > Clear body (Invisible)
-Spear Pillar or Frigate Orpheon
-grab a Smash Ball to get the aura around your character (or anything that involves particles)
-Strike a pose and pause
-Rotate the camera 180° so that the background is completely black
Absolutely. Game looks beautiful even todayLove art styles like this they upscale so well.