08 February 2019, 20:08 | #161 | ||
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Couldn't find a decent compromise. Quote:
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08 February 2019, 20:35 | #162 |
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I guess that any harder scanlines will do the same here with 2x or 3x, since i borrowed the best "hard" formula available.
Calculating the scanlines at higher internal y resolution makes them more even, here is the catch. Toni could help i think by adding seperate internal resolutions options for horizontal and vertical resolutions. Increasing the horizontal resolution doesn't help at all here but makes the shaders much slower. Using 1xhorizontal and 4xvertical should run at same speed like 2xmultiplier now - but with top notch scanlines. I hope he has some time left for us since beamracing really slows shaders down and that seperate horizontal and vertical scaling could help a lot here. |
08 February 2019, 20:39 | #163 |
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Your probably right. I know he isn't directly interested in shaders. But maybe for the sake of a better peformance he is willing to do it (some day). I'll stick with the older "CRT-Guest-Glow-Fast-Lo-Res.fx" for now.
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08 February 2019, 20:59 | #164 |
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I'm actually working on a new shader and you can find the result here :
https://nsm09.casimages.com/img/2019...5816113334.png Don't forget to zoom it on maximum. The final result result is brighter than the picture. I just have to resolve one problem : it's not working with lagless beamracing (PAL 50hz), there's some vertical stripes. |
08 February 2019, 21:20 | #165 |
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What is exactly needed and still missing? Include enough details. And as usual, I don't support any ugly hacks, it needs to be clean
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08 February 2019, 21:36 | #166 |
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I know you don't like scanline and other pictures effects .
I'm just going crazy because I don't understand why I have these vertical stripes in PAL mode and not in NTSC and of course It's too fast in NTSC mode. I tried many things but nothing works It's horrible because this "lagless BR" is absolutely fantastic, congrats for this hard work. |
08 February 2019, 23:03 | #167 | |
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Having much experience with WinUAE and crt shaders i couldn't not to notice that scaling multiplier increases the quality of scanlines, but here comes a trade-off, it's gets slower by square (regarding the scaling multiplier) and sometimes as much as 4x scale is required to introduce a proper effect, especially with trinitron like / harder scanlines. The catch is that it's vertical scaling that actually increases the quality while horizontal influences filtering a bit, but like 2x does the job very well. So introducing seperate buttons in gui for horizontal and vertical scaling multipliers would allow the crt effect to be of highest quality while doubling the framerate. (i.e. 2xhorizontal, 4xvertical in comparison with 4x as it is now). This would allow many good things, like quality crt shader usage with beamracing, intel gpu's, usage of heavier crt shaders etc... Looking at the scaling multiplier button, it's quite large and could take a split. (attachment below). In other words, if a user uses 1920x1080 resolution, using the scaling factor of 4x creates a 7680x4320 texture. Using (2x, 4x) multiplier would create a 3840x4320 texture (2x faster processing - same quality of most shaders). I know there could be some/much work involved, compatibility with older configs maintained, there is D3D9, DX11, masks, overlays...so it's ok to think it trough a bit. I must also say that scaling alone provides a nice quality boost even as it is, so this would be a welcome bonus. Keep up the good work... Last edited by guest.r; 08 February 2019 at 23:14. |
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09 February 2019, 07:51 | #168 |
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That bubble bobble screen looks a lot like my Trinitron, possibly a bit more defined. The Amiga connected to that monitor produces more subtle scanlines that you barely notice. On the contrary devices that output less vertical lines like e.g NES produce that kind of scanlines.
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09 February 2019, 13:57 | #169 |
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Multiplier is now split to horizontal and vertical multiplier.
Anything else? I probably get more interested when good and large enough 100Hz+ 1000nits HDR support (so basically has at least same specs as G-Sync HDR) monitors are available. Without crazy price.. |
09 February 2019, 14:13 | #170 | |
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09 February 2019, 15:02 | #171 | ||
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Last edited by Retro-Nerd; 09 February 2019 at 15:07. |
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09 February 2019, 15:17 | #172 |
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09 February 2019, 15:33 | #173 |
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Yep!
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09 February 2019, 16:36 | #174 | |||
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I guess that's it for now since it can solve some major performance issues. Thanks again... For anyone interested, the "beta" can be downloaded here: http://www.winuae.net/files/b/winuae.7z @Nobody Quote:
@Retro-Nerd Quote:
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09 February 2019, 17:12 | #175 |
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And the scanlines looks great now in vertical scrolling.
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09 February 2019, 19:50 | #176 |
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Last edited by nobody; 09 February 2019 at 20:00. |
09 February 2019, 23:14 | #177 |
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I tried to take off colours for to replace them by a light grey but it give me the same result. I cannot publish a screenshot because the vertical stripes don't appears on it ?!?
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10 February 2019, 12:09 | #178 | ||||
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Personally I find it not as good as the glsl version, but that was to be expected I guess. Quote:
Personally I think it would be better to default to realistic settings and let it to the user to exaggerate effects if they find that more interesting. Before you know it people may think CRT's were really about that exaggerated look . Anyway... If I compare it with real trinitron these values give a bit more realistic result: Code:
#define beam_min 0.5 // (default 1.4) dark area beam min - narrow #define beam_max 1.1 // (default 0.9) bright area beam max - wide Quote:
I wouldn't be surprised if at least 50% of users trying this stuff out get the wrong output and give up because they don't like what they see. It's just too easy to go wrong: - Have a different resolution than the 1920 "hardcoded" in the shader = wrong output - Have "resolution" in display panel set to "Hires" (which is WinUAE default) = wrong output - Have vertical supersampling set to something different than 4x (which is not default) = wrong output - Don't have Bilinear filtering enabled = wrong output - Don't have D3D9 enabled and a custom "_winuae.fx" loaded (which both are not default) = wrong output - Do have D3D9 enabled and the custom _winuae.fx loaded but not some random PNG mask selected = wrong output Given this I think many users never get to see what a proper output really looks like. You have to been following this thread meticulously to know every little step to take to get it to look as it was intended, which I'm sure 50% of users are not. They jump in, possibly don't like what they see (because it's wrong output) and move along. Toni knows I have huge respect for his work on this project, and yes I'm very aware he's only interested in seeing all pixels in their unalterated "beauty", so I can only hope there'll be some interest from him to revamp the shader system in WinUAE somewhere down the line. Maybe as he said when 4K and HDR comes around for affordable prices. Who doesn't dream of perfect pixel accurate Trinitron Amiga output on 4K HDR screen somewhere down the road?!? With guest.r on board things can only get more interesting. Anyway my 2cents ramble.. Quote:
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10 February 2019, 12:57 | #179 |
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I already asked if something more needs to be done. This means explaining what and why. Like if some extra parameters are needed.
Not "Do it like xyz does", result is instant ignore. Also modifying winuae.fx is unsupported. |
10 February 2019, 13:56 | #180 |
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Shader is fine and looks gorgeous, just is not accurate about how it would look if you plugged an Amiga to Trinitron but looks like if you plugged a NES to Trinitron (drawing less pixels->more thick dark scanlines). Not a bad thing, I actually like that look more. And looks better than my previous favourite crt-hyllian.
Well you need more tweaking to get it work on winuae than retroarch because in retroarch there is a PRESET file that takes care of all steps you need to do in winuae. |
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