24 May 2019, 11:16 | #301 | |
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I'm also unable to get beam racing or any of guest.r's shaders working well |
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24 May 2019, 15:20 | #302 | |
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Yes, a real 50Hz or 100Hz (with black frame insertion in WinUAE) capable monitor is mandatory for 100% smooth PAL games. There is no way around. |
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26 May 2019, 10:52 | #303 | |||
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@guest.r Quote:
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Maybe it's an idea to include both the light and the "heavy" customized _winuae.fx in the pack and also add your three custom masks also? Just so that we have all your marvellous shader work for WinUAE complete in one pack. Most lazy users don't go through 300+ posts to find the good stuff The shifty shaders are interesting, only I get a bit crosseyed after looking at them for too long. It looks a bit like content from the past for which you needed the cardboard "3D glasses", remember, the one with the two colored glasses, like these on Amazon: https://www.amazon.com/Blue-Handcart.../dp/B01CUIXHVS Come to think of it, would it actually be a possibility to create an Anaglyph3D shader? Maybe the "stereo conversion" part from the Wiki below could work? I guess not having any depth information, will probably result in quite fake 3D.. https://en.wikipedia.org/wiki/Anaglyph_3D |
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27 May 2019, 12:14 | #304 |
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What settings and shader/mask combination would you recommend for a 1440 x 900 screen resolution maintaining the correct amiga aspect ratio?
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27 May 2019, 23:35 | #305 | ||||
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@Dr. Venom:
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28 May 2019, 02:05 | #306 | |
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Maybe turning it off will turn out best, but I guess with fields interlace simulation enabled it may still be nice to have a realistic Trinitron mask applied when interlace is active. Hopefully Toni can come up with a way to make runtime switching between the two states possible, that way it'll be most easy to tell what will work best. |
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08 June 2019, 21:30 | #307 |
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I did some HDR tests: It seems to be as simple as making sure all target textures are >8bit per component, for example DXGI_FORMAT_R16G16B16A16_FLOAT. If backbuffer also is >8bit, HDR mode gets enabled automatically. Source textures do not seem to need any changes.
Range of RGB values change, 0.0 is now minimum HDR brightness (darker than normal SDR minimum), 1.0 is darker (only emulation window was darker than in SDR mode, all Windows UI elements looked normal), about 2 or so matched original max brightness and higher values are brighter than max SDR brightness (instead of clipping). It is possible this range can be modified but documentation is lacking.. Oddly enough it only worked in windowed mode. In fullscreen mode 1 equaled normal SDR max brightness. Probably something wrong in setup code. So basically only range of RGB values change and everything else seems to work like before. Which is quite nice. DXGI 1.6 required which was introduced in Windows 10 Creators Update. |
10 June 2019, 21:01 | #308 |
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Thanks Toni, that sounds promising indeed.
I've been thinking about immediate benefits of HDR support and there are some situations with current WinUAE shaders where it can make a positive difference. First is glow can look more realistic, then the brightboost value shouldn't "destroy" color information and last but most important, PNG masks should look much better (in combination with an increased brightboos value) since the highest multiplier is 1.0 and aperture masks tend to make the image quite darker. Previously increased brightboost compensation produced wrong colors in brighter spectrum. I'll be on the look for other benefits of HDR for retro shading, let's see what will happen... |
11 June 2019, 20:40 | #309 |
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Yeah, HDR will allow increasing brightness even if SDR source color component is already at max (255) and it also have much more darker shades too. So in other words, colors can be darkened or brightened a lot without dark or bright shades getting "compressed".
Hmm.. I guess I should make brightness/contrast/etc adjustments shader based (at least when in HDR mode).. HDR color space used is called scRGB where 0.0 to 1.0 matches SDR 0.0 to 1.0 (0 to 255 in 8-bit integer) but it also increases the range to both negative and positive direction. About -0.5 to 7.x. So in my tests full window/fullscreen modes worked correctly and windowed mode had odd half brightness side-effect where source 1.0 didn't map to target 1.0 but something like 0.6 or so. For some unknown reason. Note that I still don't have HDR monitor. I bought cheap 43" 4K LG for testing and Amiga connection purposes (via OSSC) which isn't really doing proper HDR but at least it tries.. Anything larger would have been too big. (I have better HDR capable TV but isn't in good enough location for quick and easy PC testing) |
18 July 2019, 21:47 | #310 |
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@guest.r:
Why no SmartRes version of the Lottes shader? It is pretty and looks good with the lottes mask you provided! It's a bit slow, I confess, but could it be optimized a bit? Anyway, thanks for the excellent shader pack you did. Thanks beforehand, even if it is not possible create an optimized version of the Lottes shader yet. Last edited by Leandro Jardim; 18 July 2019 at 22:10. |
20 July 2019, 17:06 | #311 |
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Yeah, why not. Here is SmartRes version of CRT Lottes, will only work in new version of WinUAE though.
You can also try GTU or CRT Arcade for better speed. |
21 July 2019, 04:36 | #312 |
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Thank you, it's working better than before! It will be one of my preferred shaders along with the Trinitron family.
But... It don't work well with hires screens as the Workbench one. Most of the time I start WinUAE in Workbench mode, then after I load the games that run in the lowres modes. Without wanting to abuse you, but just asking since you seems to like to help the folks here at EAB (thanks!), is there any chance that you code a HiRes-SmartRes version of it, please? Last edited by Leandro Jardim; 22 July 2019 at 12:41. |
24 July 2019, 18:02 | #313 |
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Hey, NP. One way around would be to use the lo-res version with resolution autoswitch, since Hi-Res SmartRes version would look very sharp in all cases, not very crt-lottes like.
But i haven't tested this yet... Shaders can't detect the difference between games and productivity, so i'm a bit helpless in general. |
25 July 2019, 02:45 | #314 |
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Thank you very much! I will try it the lores version then, if a new shader will not get much better than that.
Thanks NP, for not getting angry with my request. |
26 July 2019, 21:29 | #315 | ||
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I hope everything is clear now. Bye. |
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28 July 2019, 03:19 | #316 |
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Thx for the work on these filters just what iv been trying to get for many years in uae.
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28 July 2019, 22:14 | #317 |
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Excellent work!
PS. my favourites are: CRT-Hyllian-Hi-res and CRT-Trinitron-Hires-Smartres, both mixed with crt-mask-6. |
29 November 2019, 03:10 | #318 |
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Thanks a lot for all these shaders
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28 December 2019, 14:07 | #319 | |
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Also thanks for the nice feedback everyone. Joke aside, i was busy recently with a new shader and the WinUAE version can use it's nice scanlines and filtering. Should also works OK with the provided PNG masks. It has plenty of options to customize it, but the shader file muct be edited. You can use something like Notepad++ . |
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28 December 2019, 18:00 | #320 |
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