Damn, I'll have to try this later tonight. I've gotten good results with the crt-halation shader when I adjusted it to not have the curve, but it always gets a moiré pattern whenever the screen goes bright no matter what.I'm loving that new glow crt lanczos shader. It's so much brighter than any other crt or scanline filter I've ever seen. Here's a couple shots (I changed GLOW_FALLOFF to 1.0 in the blur_params.inc file to reduce the glow radius a bit):
Here are a couple:Damn, I'll have to try this later tonight. I've gotten good results with the crt-halation shader when I adjusted it to not have the curve, but it always gets a moiré pattern whenever the screen goes bright no matter what.
Any chance you could post shots from any of the PS1 Final Fantasy games showing the pre-rendered backgrounds? They always looked way better on a CRT TV screen and I wonder how this shader handles it.
With an N64 game loaded, go into core options and make sure the resolution is set to 320x240. I think it's set to 640x480 by default. You may need to restart Retroarch for the change to take effect.
Here are a couple:
Very nice!Here are a couple:
Absolutely, I've come to the same realisation. It's funny how things have come full circle. Playing the games as they were intended is the way to go. Even N64 textures look great again when you play the titles at their native resolutions with a CRT shader.
Edit: Added some screens from my Retroarch session over the weekend
Actually that's another aspect of accuracy since these sprites were designed/meant to be displayed on a CRT TV. They look awful otherwiseI'd always thought that accurate emulation was the only really important part of archiving these games for the future. It never occurred to me that displaying the games as they were originally played meant more than just getting the games running correctly.
I'm glad you like it! I pretty much spent all of last Sunday tweaking and combining shaders to get it looking right. I've combined it into a single .cpg to share it here in case anyone else wants it too. It's probably not to everyone's tastes but it mimics the Sharp CRT I used to use pretty well.
Link to my shader config: Download
Just extract it to the Shader directory and load the "ntsc_NeoGAF_Edition_Preset.cgp" in Retroarch.
I find it amusing that in the 90s I used to spent a decent amount making sure that I had quality s-video & component cables for my 32/64bit consoles to avoid/minimise colour bleeding and now in 2014 I'm trying to emulate it to get it back again
Bonus shot of Aladdin for the Megadrive/Genesis with the shader config:
Very nice!
Also it looks like you were able to avoid a moire pattern at full screen. Did you change any other settings besides the inc file?
When I try integer off fullscreen 1080p on the lanczos setting, I get a lot of this, no matter which core:
Always keen to share with GAF members! That's not good about the crashes btw mate. That's really interesting as I haven't experienced any (beyond Retroarch spitting out its dummy when a core doesn't like a rom). That said, I've only used it in full screen; I'll check it out though. Cheers for the heads-up
I downloaded this to try out since I thought your screens looked extremely nice, but Retroarch is crashing out on me every time I try to activate it.
Does anyone know the code to use to add rounded corners and slightly curved edges to the side of the display to an already created cg shader. Im liking the new shader by Hyllian.....
Nice! It looks like the color accuracy is better than the original glow shader:I tweaked crt-hyllian to work with maister's glow shaders. here's a link to this combination:
crt-hyllian-glow for Retroarch
Warning: it only works with latest Retroarch with support to parameters.
It's strange, when it's set to integer scaling, the glow is a lot more intenseI tweaked crt-hyllian to work with maister's glow shaders. here's a link to this combination:
crt-hyllian-glow for Retroarch
Warning: it only works with latest Retroarch with support to parameters.
I tweaked crt-hyllian to work with maister's glow shaders. here's a link to this combination:
crt-hyllian-glow for Retroarch
Warning: it only works with latest Retroarch with support to parameters.
This! As you didn't use integer scale, it probably scaled to a resolution not multiple of the native res, so when the bloom was added over the crt output, it got offset by one pixel in some parts. Integer scale is mandatory in these kind of shaders.(edit: or the glow is offset? I don't know)
Solution: turn Integer Scale ON.But again, I get some moire patterns at 1080p without integer on.
Any screens? I don't know which issue is that. (you have Hawk eyes )Nice, thanks!!. Does that sort the issue out with scanlines width changing of saturated parts of the screen?, Super Mario World is a good example of this with the bushes on the start up screen
Any screens? I don't know which issue is that. (you have Hawk eyes )
You have plenty of params to tweak to achieve what you need. The stock values aren't necessarily the best.Still seems to have the same issues....
http://screenshotcomparison.com/comparison/77154
On Hyllian's the problem seem to be slightly more pronounced, must be related to the amount of glow added???
You have plenty of params to tweak to achieve what you need. The stock values aren't necessarily the best.
Update it.
Everything is now integrated into the emulator UI itself. Phoenix was got rid of a long time ago - it's outdated and defunct.
They recently re-added CPU filter support. If you grab the latest testbuild, you can select a CPU filter in RGUI under Settings, Video Options, Soft Filter. The filters are contained in a folder named gfxfilters and the blargg_ntsc_snes ones are included.Yeah, but the emulator UI still doesn't let you setup cpu filters does it? Not that I can find anyway. I have the latest 64-bit windows binary from the libretro site. I've tried adding the lines to the configuration files to point to the cpu filters, but that doesn't seem to do anything.
[EDIT]: Ahhhh, reading around it seems the old .filter functionality was removed (though a recent blog post seems to say they're going to re-add in a new cpu filter API). However, this does mean old CPU filters will no longer work. Fortunately, Genesis Plus GX core now has the old cpu ntsc filter built in as a core option (need to have a game loaded to have the options show up, no options show up if a game isn't loaded yet). So that works fine. Unfortunately, the same hasn't been done for any of the SNES9x or bSNES cores (that is adding in Blargg's old CPU ntsc filter as a core option) so I'm out of luck with SNES for the foreseeable future as far as I can tell.
I have to say I'm surprised by the lack of love for the XBR filter. After playing a cartoony game with it for the first time, I could never go back.
I can understand why the purists would prefer their pixels, though.
They recently re-added CPU filter support. If you grab the latest testbuild, you can select a CPU filter in RGUI under Settings, Video Options, Soft Filter. The filters are contained in a folder named gfxfilters and the blargg_ntsc_snes ones are included.
lordashram uploads builds to dropbox in a link from this topic on the libretro forums.Aw, thanks for the info.
Are the testbuild binaries available on libretro? Sorry not at a computer to check. Or will I have to build the latest myself?
lordashram uploads builds to dropbox in a link from this topic on the libretro forums.
I have to say I'm surprised by the lack of love for the XBR filter.
Gotta love how much flexability you get with all the settings available. I think it's even sharp and bright enough to look good with handhelds:
I don't really like the LCD shaders available for color screen systems, so I can use this just like I do with consoles and imagine I'm playing on a Super Gameboy or Gameboy Player without borders.
It's because pixel-smoothing filters are the devil.
Well, I play in a 42" 1080p plasma about 12 feet from the screen so it doesn't look too messed up. It actually looks very clean. I also dislike scanlines and curved CRT effects, guess I'm in the minority regarding those as well.
Well, I play in a 42" 1080p plasma about 12 feet from the screen so it doesn't look too messed up. It actually looks very clean. I also dislike scanlines and curved CRT effects, guess I'm in the minority regarding those as well.
add something in Big Picture to let me swap audio to my TV
I started monkeying around with the parameters in crt-hyllian-glow and I like what I came up with. This is with "Sharpness Hack" enabled, "Scanline Strength" set to 0.60 and "Bloom Strength" set to 0.0:
I think scan lines have their place when used appropriately, but the curve is rarely ever welcome.
Mind sharing this tidbit? Switching the windows default audio device everytime I change to my TV to play something is the bane of my existence.
Yeah, but the emulator UI still doesn't let you setup cpu filters does it? Not that I can find anyway. I have the latest 64-bit windows binary from the libretro site. I've tried adding the lines to the configuration files to point to the cpu filters, but that doesn't seem to do anything.
[EDIT]: Ahhhh, reading around it seems the old .filter functionality was removed (though a recent blog post seems to say they're going to re-add in a new cpu filter API). However, this does mean old CPU filters will no longer work. Fortunately, Genesis Plus GX core now has the old cpu ntsc filter built in as a core option (need to have a game loaded to have the options show up, no options show up if a game isn't loaded yet). So that works fine. Unfortunately, the same hasn't been done for any of the SNES9x or bSNES cores (that is adding in Blargg's old CPU ntsc filter as a core option) so I'm out of luck with SNES for the foreseeable future as far as I can tell.
Sorry about crashing your Retroarch guys .
Hi guys,
Tried both 32 and 64 bit versions of RetroArch and all I get is a command-line screen with a blinking cursor and a larger white screen with absolutely nothing in it. No menu, nothing. Am I missing something here?