People usually get fixated on "scanlines", but it's just one of the elements of the CRT image and the drive to make the gaps as thick as possible a totally modern thing. If you think about it, why would anybody want such a disjointed image? It certainly wasn't a thing back in the day. So, shadowmask/aperture grille is equally important, as is colour bleeding and other things, because they make the IQ more uniform.
Also, there is no way you can have one "correct" shader, since there were different types of monitors and TVs. Eg, my Trinitron looks rather different from kokoko3k's arcade monitor, because it's aperture grille vs shadowmask: https://i.postimg.cc/F7k8ZB2r/sshot-...2-10-23-00.png |
For me the best shader is undoubtedly crt-easymode-halation from Retroarch. Unfortunately the easymode that i downloaded from this thread looks nothing like it.
And I agree that lots of people go crazy for scanlines even though they weren't that prevalent in CRTs. I don't get it. I tried the Royale-Kurozumi shader that's very popular and those scanlines are completely exaggerated and take away much of the image detail. |
Best Retroarch shader is CRT-Guest-DrVenom/SM, or the newer one Guest is working on called CRT-Guest-Advanced. You can't ask for more.
https://forums.libretro.com/t/new-cr...-updates/25444 |
There is no "best" shader, really. It all depends part on personal preference and part on which machine/TV look you want to simulate.
That said, of course Guest is a top notch shader. My favourite is probably Geom, though it all depends on aforementioned factors. Using Geom+Redream (Dreamcast emu) is the first time I've actually said, "hell, this is good enough", and I really am an only-CRT die hard fanatic. |
This looks great, thanx a bunch.
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indeed Crt-easymode-halation on Retroarch looks closer to a real shadow mask CRT, guest.r shader looks stunning too, can be tweaked to look the same.
https://ibb.co/PxRJD0G https://ibb.co/561KmZN |
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What I do see in the closeups is 2:2 distance between pixel lines, and horizontal spacing between pixels, preventing the pixels from melting together to pillows as they do on CRTs - viewed with eyes, and not from 5cm distance. So the recipe is in my original reply. 1080p is perfect, 1:4 distance scanlines, 1px radius blur and done. If you won't, where are tools and examples shared so I can do it? |
Did you at least take a look at the code and the available parameters?
It does not seem so. |
Greetings from a fellow Amiga aficionado!
@kokoko3K, I must say I'm VERY impressed by the work you did on this shader. I especially like how you focused on hires, since I never run an Amiga emulator in lowres (I know the vast majority of games are lowres, but still... I need the perfect Workbench fonts to feel at home! :laughing ). Some posts ago you said there was a specific setting which could grasp some of the old 1084 monitor magic. I see you've renamed the settings on your server, so I'm a bit confused now. The original name was "scanlines.tweaked.vmask.shader", what's its equivalent now? Thanks again for the time you spent on this shader (a glsl version for the latest DosBox code would be great!). |
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glad to hear that, I share your view about hires and workbench fonts :) Anyway, It is buried here now: http://wpage.unina.it/aorefice/share...d.vmask.shader You can browse all of the presets here too: http://wpage.unina.it/aorefice/sharevari/koko-aio/ I suggest you to take a look to 1.40 folder as it contains improved presets and maybe you'll find something better that looks like the one you were looking for; There, the presets follow a naming scheme made to suggest what (and how sometimes) the shader features are enabled. -edit- ops, i've already wroteabout the naming scheme at the end of the first post, see there too. Oh, and about dosbox, it seems to use glsl, so the port should not be too complex, but i'm really not that interested in doing that, so i cannot promise anything... |
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Nice work kokoko3k. Is there any way to prevent the shader being used by FS-UAE in RTG modes? I'd like it for games only. Thanks!
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Hello, this is a good question, indeed.
I didn't found anything in the fs-uae docs to disable shaders for rtg modes. Maybe you could ask in the upper level: http://eab.abime.net/forumdisplay.php?f=122 Or, with a github account, asking upstream by opening a feature request here: https://github.com/FrodeSolheim/fs-uae/issues/new Let us know! |
I opened a GitHub issue about it. I guess a workaround would be to just make a separate config for gaming and one for workbench, but that's an inelegant solution. I'd rather just have one Amiga.
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scanlines.tweaked might be my favorite CRT shader so far!
I'd like to tweak it slightly though, so that the whites don't blow out quite so much. It looks great for single lines, but for larger solid white areas I'd still like to see a little of the scanlines bleeding through. How would I do this? I opened it up in a text editor but i'm unsure what value to adjust. Thanks! - EDIT. I figured it out after a little experimenting. halo_power is the setting I needed to change! https://i.imgur.com/CU89KjB.png halo_power 1.7 (default) https://i.imgur.com/ViVE8bl.png halo_power 1.0 |
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You can even try higher halo_h values (counter intuitive, i know!) edit btw the default is 1.5, not 1.7 (as in shader version 1.35) http://wpage.unina.it/aorefice/share...tweaked.shader |
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@MarkPaterson getting closer! I've tried to explain what I'm looking for, no love for that so currently I'm settling for a solution without shaders.
Note that you have to display it at 100% scaling to see it properly. (Click twice to get it.) |
Ok Photon, check this out.
I made a modification to the shader that allows you to "invert" the logic of the "darklines" feature. Darklines were meant to draw less bright lines across the screen in "real monitor" coordinates; that means that they do not depend on the amiga resolution. In the past the shader only allowed you to draw "one darkline every #DARKLINES_PERIOD". Now you can pass a negative number to DARKLINES_PERIOD to invert the logic, so that if you set: DARKLINES_PERIOD = -4.0 you'll have 3 less bright lines and a full bright line. To recap, shader parameters that affect that "feature" are: Code:
#define DO_DARKLINES true //Draw dark screenlines * break compatibility with fs-uae zoom function * strictly requires the real monitor resolution being an integer multiple of the amiga resolution. https://i.postimg.cc/JGdN0GrJ/jim-big-gaps.png Also note that i've disabled any scanline smoothing/glowing, because they do not make sense for your use-case; if you want thin scanlines and big gaps, there is just no room to smooth them; smoothing them would just produce the very same effect you seem to dislike. A pre-configured shader with everything disabled apart from what you want follows: Code:
<?xml version="1.0" encoding="UTF-8"?> PS: Your posted images is scaled by a factor of 3x and is not 1080p as you requested (?), the repeating pattern i see is indeed bright,dark,dark, while what i posted is bright,dark,dark,dark (4x zoom, 1080p) |
Uploaded a new version, 1.42:
Ability to invert the logic of pixel_darklines (see previous post) tewaked a lot of presets (less blooming, more scanlines) pixel_vmask: do not draw over scanlines gaps presets: http://wpage.unina.it/aorefice/share...koko-aio-1.42/ screenshots: http://wpage.unina.it/aorefice/share...2/screenshots/ |
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On Retroarch CRT-Lottes, is probably the most aproximate to the real shadow mask effect, but In general I find Easymode Halation more pleasant. |
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