Outside of Retroarch, are you guys aware of any method to incorporate multipass shaders to other Direct X based emulators? My Saturn games via SSF look decidedly sad compared to everything running through Retroarch now
I can't get this to start up, can anyone help me out? Running windows 8.1 pro 64 with an older Radeon gfx card. Downloading from the website it just crashes with no message or anything
Inquiring minds would like to know: what core plays Intellivision games?
I've never seen it included in any builds. I'm not sure if it works on Windows yet.Sweet, I hadn't actually realised that any Saturn cores had been ported. Does anyone have a compiled Yabause core for the Windows version of Retroarch?
Outside of Retroarch, are you guys aware of any method to incorporate multipass shaders to other Direct X based emulators?
So here's a question: is it possible to get a Wii hooked up via S Video? Interested in using it on my CRT as an emulator for when my batteries die, but not if I can't S video it.
So here's a question: is it possible to get a Wii hooked up via S Video?
I'm gonna share my first attempt at a CRT shader with you guys. It started off as a learning exercise, and I ended up rather liking it. Save the download as .cg instead of .txt:
http://pastebin.com/EQR9Z3fe
Recommended settings:
Filter: Nearest
Scale: Don't care (I care, it's just the name of the setting)
Aspect Ratio 4:3
Integer Scale: on or off, your preference
My goal here was decent non-integer scanlines and clean scaling with adjustable sharpness. Here's a preview:
The scanlines are on the lighter side by default, and keep in mind that non-integer scanlines are never perfect. It's just a question of how noticeable the imperfections are.
Since newer builds of Retroarch support shader parameters, you can adjust things under Shader Options > Parameters. I don't think the official build has this feature yet, so here's a link to a recent win64 build.
Horizontal Sharpness: 0%, 50% (default), 100%
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: <removed until it's fixed>
Just extract it to the Shader directory and load the "ntsc_NeoGAF_Edition_Preset.cgp" in Retroarch.
Nice shader, any chance you could make the scanlines more pronounced??
You can adjust the scanline strength in the Shader Options > Parameters menu. There's also a dot mask effect which I set to 0 by default. Increasing these things will reduce brightness though.
Hmmm im using a Linux build and dont think that has the parameter menu in this version. Where are these option in that actual shader file?
I think you have to configure keyboard keys in the config file, it's really straight forward though.
Code:# input_player2_a = x
etc.
They are just left, right, up and down.So x would be the key I want to assign it to then? What about the arrow keys on the keyboard what would those entries be?
It's by TroggleMonkey and is out now on github as CRT-Royale. You'll want to make sure you grab the full common-shaders directory off there since it has some dependencies. You also need a new build of RetroArch for it to work fully. I've included a fresh build and copy of common-shaders here. Here's a shot of Punch-Out!! with the shader's default settings at 4:3 integer:Any update on this shader, whos the author of it??
It's pretty nice with the defaults. The readme included in the shader's folder describes the many settings you can mess with if you want to get your hands dirty.
Question for you gents and ladies: what frontend do you use for this emulator, on the PC? Just invested in an Intel NUC for emulation and basic gaming needs, and I'd appreciate a nice, polished frontend piece.
I recall using EmulationStation on the Raspberry Pi which does have a Windows port and isn't looking too shabby nowadays, but was just curious if there were any less-known alternatives out there. Would prefer to not use XBMC/RomCollectionBrowser.
Thanks a bunch, just used your build. And yeah "many settings" is an understatement. I'm a born tweaker but damn this is intimidatingIt's by TroggleMonkey and is out now on github as CRT-Royale. You'll want to make sure you grab the full common-shaders directory off there since it has some dependencies. You also need a new build of RetroArch for it to work fully. I've included a fresh build and copy of common-shaders here. Here's a shot of Punch-Out!! with the shader's default settings at 4:3 integer:
It's pretty nice with the defaults. The readme included in the shader's folder describes the many settings you can mess with if you want to get your hands dirty.
Check out the lcd-shader under handheld.Any good GBA shaders you peeps would recommend? Obviously CRT shaders feel completely off for that, so I'm looking for something more akin to the original screen.
It's by TroggleMonkey and is out now on github as CRT-Royale. You'll want to make sure you grab the full common-shaders directory off there since it has some dependencies. You also need a new build of RetroArch for it to work fully.
I had high hopes for this CRT-Royale, but it is a nightmare of fiddly configuration and even then supposedly it's big new stuff only seems to work with Nvidia cards and requires beast ones at that.
Have you tired running the crt-royale-fake-bloom.cgh version?
Check out the lcd-shader under handheld.
I dunno. I think most people who use the Linux version know how to compile builds themselves.Thanks for the link, do you by any chance of a Linux version at all that works with this shader? I have a nightly build that is dated 2014-06-15, where can i find more recently nightly builds of the linux version?
You can open lcd-pass-0.cg and change #define response_time to 0 to disable motion blur. That shader makes everything too dark for me and I don't like how it forces integer scaling though.Yeah, I tried that one but I'd rather not have the motion blur. It did look great otherwise. Should I just edit some parameter to remove the blur?
I'm still trying to work out which of the fukken 50 user settings files is the default one for this shader I'm supposed to edit for shit to stick, rather than reset with every rom.
I found it easiest to replace the user-settings.h file in Royale's base directory with the user-settings-default-nvidia.h one from the crt-royale-settings-files folder. That's a base config tuned for NVidia cards and runs fine with everything except a few games in Desmume and Mednafen-PSX on my GTX 570. I need to turn my hard sync frames up to 1 to avoid sound crackling with this filter for those. That adds a small amount of latency, but not too bad.Holy shite, i just tried running the crt-royale-fake-bloom.cgh with BSNES Balanced core and the performance is terrible get lots of stuttering and audio issues and my system is no slouch...
i7 @4.5Ghz
AMD 7979 3GB
16GB Ram
Windows 8.1
1440p Resolution
this should piss all over RetroArch and this shader
//#define RUNTIME_SHADER_PARAMS_ENABLE
Comments out RGUI shader parameters so this file controls settings instead. Also helps performance.
static const float diffusion_weight_static = 0.0; // range [0, 1] default [0.75]
Removes the excess bloom most easily seen with white text on a black background.
static const float bloom_excess_static = 0.25; // range [0, 1] default [0.0]
Makes colors look less "yellow" to me.
static const float mask_type_static = 0.0; // range [0, 2] default [1.0]
This phosphor mask looks nicer to me on solid colors. Hard to explain without screenshot comparisons.
static const float border_size_static = 0.0001; // range [0, 0.5] default [0.015]
Disables the border, more or less. Setting it to 0 or 0.0 gives me a black screen.
Here's a configuration I've come up with. You can copy the text from that and save it over your existing user-settings.h. It's edited from the NVidia base settings file. Here are the lines I changed followed by an explanation of what they did:
Screenshots:Code://#define RUNTIME_SHADER_PARAMS_ENABLE Comments out RGUI shader parameters so this file controls settings instead. Also helps performance. static const float diffusion_weight_static = 0.0; // range [0, 1] default [0.75] Removes the excess bloom most easily seen with white text on a black background. static const float bloom_excess_static = 0.25; // range [0, 1] default [0.0] Makes colors look less "yellow" to me. static const float mask_type_static = 0.0; // range [0, 2] default [1.0] This phosphor mask looks nicer to me on solid colors. Hard to explain without screenshot comparisons. static const float border_size_static = 0.0001; // range [0, 0.5] default [0.015] Disables the border, more or less. Setting it to 0 or 0.0 gives me a black screen.
I used integer scale for even scanlines, but I don't think it looks too off at non-integer. Here's how it looks like if you're weird enough to use it for portables:
There's a Yabause core, but no one has built it for Windows yet. There were some updates for it on git recently though, so maybe it'll be available soon.How is the Sega Saturn emulation with Retroarch atm?
Made a new GBA overlay a few nights ago. Goes with a specific LCD filter. Looks good imo:
I've only made a 1080p version, as my PC is a comfy couch gaming pc