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Old 28 February 2019, 19:16   #241
guest.r
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Originally Posted by Toni Wilen View Post
Possibly fixed now.
Thanks Toni, i gave it a standard test and it looked well. With it, some nice smoothing/scaling shader combos are possible (with pre-passes).



Will maybe write a shader guide someday to informs folks with possibilities.
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Old 28 February 2019, 19:30   #242
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But there is still something wrong, i suspect the multiplier settings. I can get multishaders only working properly in D3D9. But this causes some troubles with Beam Racing, the BR performance with shaders is much better in D3D11 as it seems. And sometimes, switching from D3D9 to 11 (or vice versa) with shaders active, breaks the F12 GUI as i said yesterday.

Quote:
D3D9 settings: Looks fine

Shader position 1: D50-D65-WarmerColors.fx, 1x, 4x multplier
Shader postion 0: CRT-Trinitron-Lite-LoRes.fx+crt-mask-6.png, 1x, 4x multiplier
With the same settings in D3D11 i have to select 1x, 1x multiplier for the "D50-D65-WarmerColors.fx" shader for a normal looking image, but with very uneven scanlines/mask (looks like the 1x,4x setting from the main CRT shader switches then automatically to 1x, 1x too)

Selecting the same 1x,4x multiplier (for both shaders) setting like with D3D9 causes distorted graphics. Very strange.

With these shader position settings i get a way too dark image in D3D11.

Shader position 0: CRT-Trinitron-Lite-LoRes.fx+crt-mask-6.png, 1x, 4x multiplier
Shader position -1: D50-D65-WarmerColors.fx, 1x, 4x multplier



Changing the multplier back to 1x, 1x gives me a correct image output. But as already said above with highly uneven scanlines/mask.

Last edited by Retro-Nerd; 01 March 2019 at 02:10.
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Old 01 March 2019, 20:09   #243
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Quote:
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Changing the multplier back to 1x, 1x gives me a correct image output. But as already said above with highly uneven scanlines/mask.
It's more a feature. The multiplier also allows the first "negative" pass to apply scaling i think. With it, some smoothing/scaling shader combos are possible, and it's also fast.


SuperXBR like.

But there is the issue, similar to BSNES scaled source resolution, crt shaders won't work properly with scaling at zero pass.

A good compromise would be that the -3 and -4 pass don't apply scaling. That would allow scaling shader combos (under -1 and -2) as well as color shaders/anti dithering under -3 and -4.
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Old 01 March 2019, 20:17   #244
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Originally Posted by guest.r View Post
SuperXBR like.
That's absolutely horrible, when did graphics on any monitor ever look like this or go through such distortion? Where's the clear / precise pixels gone?

I say, who in their right mind would use this shader? But I guess each to their own...

I only know one member on EAB that likes said effect; he shall remain nameless though for the sake of anonymity
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Old 01 March 2019, 20:18   #245
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Originally Posted by DamienD View Post
That's absolutely horrible, when did graphics on any monitor ever look like this?

I say, who in their right mind would use this? But I guess each to their own...

I only know one member on EAB that likes said effect; he shall remain nameless though for the sake of anonymity
Don't zoom in the image. It's out of proportions...

I guess it might be the 2xSaI / HQx generation. I used to like this stuff very much back in the days.
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Old 01 March 2019, 20:23   #246
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Don't zoom in the image. It's out of proportions...
Doesn't matter if I zoom or not; looks rubbish and like an extremely smudged oil painting

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Originally Posted by guest.r View Post
I used to like this stuff very much back in the days.
Back in the days? I repeat, tell me how this effect is realistic of what an actual arcade or computer monitor produces?

Isn't that the whole purpose of this and your other threads?
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Old 01 March 2019, 20:28   #247
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Quote:
Originally Posted by guest.r View Post
It's more a feature. The multiplier also allows the first "negative" pass to apply scaling i think. With it, some smoothing/scaling shader combos are possible, and it's also fast.


SuperXBR like.

But there is the issue, similar to BSNES scaled source resolution, crt shaders won't work properly with scaling at zero pass.

A good compromise would be that the -3 and -4 pass don't apply scaling. That would allow scaling shader combos (under -1 and -2) as well as color shaders/anti dithering under -3 and -4.

But that all doesn't explain why i can't get it right with D3D11. D3D9 works fine with the posted settings here while D3D311 causes this enlarged and distorted image, or the different shader position the really dark image. So, there must be still something wrong.

Last edited by Retro-Nerd; 01 March 2019 at 20:57.
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Old 01 March 2019, 20:53   #248
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Quote:
Originally Posted by DamienD View Post
Doesn't matter if I zoom or not; looks rubbish and like an extremely smudged oil painting


Back in the days? I repeat, tell me how this effect is realistic of what an actual arcade or computer monitor produces?

Isn't that the whole purpose of this and your other threads?
Yeah, i got crt hyped too, don't use this stuff to often.
(i guess adding a cell pass would make folks too angry...).

The purpose of this algorithms (sai, hq, xbr, scalefx...) is not the same actually.
They try to make the games look more modern, still have lots of fans, maybe a bit less since the crt filters are booming.

I'm quite neutral about tastes, but i actually know the shader authors, did some stuff with them and respect their work.

It's basically an overhaul of the game's gfx, so you don't have to buy a remake.

Quote:
But that all doesn't explain why i can't get it right with D3D11. D3D9 works fine with the posted settings here while D3D311 causes this enlarged and distorted image, or the different shader position the really dark image. So, the must be still something wrong.
Yeah, after zero passes aren't working properly with D3D11. It would be great if this is fixed.

Last edited by guest.r; 01 March 2019 at 20:59.
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Old 01 March 2019, 21:02   #249
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Hi guest.r could you put a to your SuperXBR like ???
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Old 01 March 2019, 21:36   #250
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Hi guest.r could you put a to your SuperXBR like ???
Hi there. It's not a single shader, but 3 shaders combined.
First, grab the latest beta (and save a copy it somewhere safe):
http://www.winuae.net/files/b/winuae.7z

Then lores is to be used, D3D11 backend, 2x multiplier.
Pass -2 : xbr
Pass -1 : 4xsoft
Pass 0 : Jinc2

Happy shading.
Attached Files
File Type: zip xBR-Level2-SmartRes.zip (3.6 KB, 42 views)
File Type: zip 4xSoft-SmartRes.zip (1.5 KB, 38 views)
File Type: zip Jinc2-SmartRes.zip (2.2 KB, 38 views)
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Old 01 March 2019, 21:36   #251
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Quote:
Originally Posted by guest.r View Post
It's more a feature. The multiplier also allows the first "negative" pass to apply scaling i think. With it, some smoothing/scaling shader combos are possible, and it's also fast.
I have the feel that scaling is being applied to all negative passes, what I think is not a good thing. But I can be completely wrong also, of course...

The screenshot below was taken with 1x, 2x multipliers and Trinitron-Hires-SmartRes.fx, D50-D65-WarmerColors.fx at 0, -2 passes, respectively. D3D9 or 11.

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Old 01 March 2019, 21:41   #252
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Quote:
Originally Posted by Leandro Jardim View Post
I have the feel that scaling is being applied to all negative passes, what I think is not a good thing. But I can be completely wrong also, of course...

The screenshot below was taken with 1x, 2x multipliers and Trinitron-Hires-SmartRes.fx, D50-D65-WarmerColors.fx at 0, -2 passes, respectively. D3D9 or 11.

Yeah, i noticed. Migh be a decent feature, even better if scaling isn't applied to -3 and -4 passes. Would please most users i think.
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Old 01 March 2019, 21:49   #253
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Yeah, after zero passes aren't working properly with D3D11. It would be great if this is fixed.
Config is still required as usual. (Just like the previous one, plain windowed mode without anything extra)
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Old 01 March 2019, 21:51   #254
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Quote:
Originally Posted by guest.r View Post
Hi there. It's not a single shader, but 3 shaders combined.
First, grab the latest beta (and save a copy it somewhere safe):
http://www.winuae.net/files/b/winuae.7z

Then lores is to be used, D3D11 backend, 2x multiplier.
Pass -2 : xbr
Pass -1 : 4xsoft
Pass 0 : Jinc2

Happy shading.
Oh, I forgot to thank for the shaders again, guest.r. Thanks a lot.

Last edited by Leandro Jardim; 02 March 2019 at 02:44.
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Old 01 March 2019, 22:01   #255
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Quote:
Originally Posted by Toni Wilen View Post
Config is still required as usual. (Just like the previous one, plain windowed mode without anything extra)
This time it's a simpler config, derrived from a quickstart. As i start from it, the scaling gets wrong (enlarged top-left part of screen shown).

Hope it helps here...
Attached Files
File Type: uae TestPass1.uae (13.0 KB, 32 views)
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Old 02 March 2019, 14:10   #256
Toni Wilen
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Quote:
Originally Posted by guest.r View Post
This time it's a simpler config, derrived from a quickstart. As i start from it, the scaling gets wrong (enlarged top-left part of screen shown).

Hope it helps here...
Fixed. (at least it looks like it is fixed, I can't never be sure about shader stuff..)
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Old 02 March 2019, 15:47   #257
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Thanks, it's fixed with me (D3D11 after-passes).
Gave it a test with 2 pre passes, zero pass and 2 after passes and no scaling issues.
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Old 02 March 2019, 16:32   #258
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Indeed! Many thanks, Toni. It works fine with the "warmer colors" in shader position 1 and CRT-Guest-Trinitron in 0 using D3D11. With "warmer colors" in -1 though i still get this way too dark image. But maybe i'm too dumb to understand what guest.r explained before. It works now anyway and i'm happy with it.
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Old 02 March 2019, 19:54   #259
Toni Wilen
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Good. Next?

About embedding config data in shader, it seems following would work:

string winuae_config : WINUAE_CONFIG = "config1 1234 config2 xyz";

Or even

string winuae_config : WINUAE_CONFIG =
"config1 1234"
" "
"config2 xyz";

(If this gets implemented, I am going to use uae-configuration format so that I can use existing parser directly)
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Old 04 March 2019, 21:59   #260
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I think i need some ideas where to utilize it first.
Maybe later shaders could control some HDR options without annoying configs and switching.
I'll publish the new smartres shaderpack soon, picked only shaders that make sense and work with d3d9 and d3d11.
Anyway, i'm cheering for the HDR...
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