English Amiga Board


Go Back   English Amiga Board > Support > support.WinUAE

 
 
Thread Tools
Old 28 December 2019, 18:41   #321
guest.r
Registered User
 
guest.r's Avatar
 
Join Date: May 2017
Location: EU
Posts: 342
@Retro-Nerd
Quote:
Looks nice, but is it LoRes only? Because in WinUAE HiRes/Line Mode Double it doesn't look right with mixed resolutions.
CRT-Guest-Hires-SmartRes is a special shader with adapted filtering, so it can look nice in exceptional/WB hires situations. It should still be used for this.

Such filtering cannot be normally implemented in my new shader.

You can use the new shader with hi-res/lo-res/double-line modes without issues in majority of games though.
guest.r is offline  
Old 28 December 2019, 19:22   #322
Retro-Nerd
Missile Command Champion
 
Retro-Nerd's Avatar
 
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,449
Ah Ok. Good to know.
Retro-Nerd is offline  
Old 04 January 2020, 09:19   #323
guest.r
Registered User
 
guest.r's Avatar
 
Join Date: May 2017
Location: EU
Posts: 342
Needed to rework the shader to make it Hires-SmartRes. It's really usable in WB and WHDload loading screens etc... The only drawback now are interlaced screens (like with most crt shaders) and worse performance.

A screenie:



Edit: a very naughty bug fixed regarding the beam_min parameter. It isn't noticable unless you try to alter it without success.
Attached Files
File Type: zip CRT-Guest-SM-Hires-SmartRes.zip (2.6 KB, 176 views)

Last edited by guest.r; 05 January 2020 at 13:03. Reason: Naughty bugfix.
guest.r is offline  
Old 04 January 2020, 18:05   #324
Retro-Nerd
Missile Command Champion
 
Retro-Nerd's Avatar
 
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,449
Great, now it looks awesome in hires and mixed resolutions.





Retro-Nerd is offline  
Old 06 January 2020, 19:56   #325
guest.r
Registered User
 
guest.r's Avatar
 
Join Date: May 2017
Location: EU
Posts: 342
Thanks for a nice reply, Retro-Nerd!

Well, i decided to resolve the remaining issue too, namely the "interlaced" screens in high vertical resolution.

I didn't use interlacing or something, because it would require a frame-count variable and even then, i don't like the flickering effect too much.

Hope this shader has a good way to make these screens nicer.
Attached Files
File Type: zip CRT-Guest-SM-Hires-SmartRes-Interlace.zip (2.7 KB, 180 views)
guest.r is offline  
Old 06 January 2020, 20:27   #326
Retro-Nerd
Missile Command Champion
 
Retro-Nerd's Avatar
 
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,449
Sweet! Interlace with CRT shader was always an issue. Fixed now. Thanks again.


https://slow.pics/c/XpmsKFA5
Retro-Nerd is offline  
Old 09 January 2020, 18:32   #327
guest.r
Registered User
 
guest.r's Avatar
 
Join Date: May 2017
Location: EU
Posts: 342
Just dropping in a nice mask shader. I belive it's much easier and also popular to use it than a (unsupported) _winuae.fx hack.

I tested if ReShade works with WinUAE and it works quite decently with the D3D11 mode.

I have some experience with this shading environment, so i could port the crt-guest-dr-venom masks (including slotmask) without much trouble.

Reshade comes with a nice gui interface, so setting up a mask is quite comfortable.

There are some benefits for using shader masks. Masks can be applied in custom linear (gamma) space, mask multiplier can be greater than 1.0 and mask strength can depend from pixel color.

Yeah, the drawback is ReShade must be installed and some key bindings get used up, but these masks are quite authentic, almost the same as in the shader.
Attached Files
File Type: zip WinUaeMask-For-Reshade.zip (2.1 KB, 206 views)
guest.r is offline  
Old 02 March 2020, 00:02   #328
guest.r
Registered User
 
guest.r's Avatar
 
Join Date: May 2017
Location: EU
Posts: 342
I prepared a decent crt shader with a funny name.
Hires version is very tricky to do, maybe at a later point...

It's best used with the reshade mask shader for a brighter image.



Edit: Some nice tweaks
Attached Files
File Type: zip CRT-A2080-SmartRes.zip (2.5 KB, 167 views)

Last edited by guest.r; 02 March 2020 at 08:47.
guest.r is offline  
Old 02 March 2020, 12:15   #329
guest.r
Registered User
 
guest.r's Avatar
 
Join Date: May 2017
Location: EU
Posts: 342
A Hi-Res version wasn't that tricky after all.
It's a tad slower ofc., but setting the multipliers to 1x,3x will let you (instead of 2x,3x for example) have a normal experience.

My motivation for this shader was to move a bit away from the TV look with stronger scanlines towards a decent monitor look.

The shader also has nice tweaking potential for different appearances.

Last edited by guest.r; 03 March 2020 at 16:24. Reason: Old version removed to avoid confusion.
guest.r is offline  
Old 03 March 2020, 16:21   #330
guest.r
Registered User
 
guest.r's Avatar
 
Join Date: May 2017
Location: EU
Posts: 342
Lightbulb

Finally found the small bug!

It was a color-clamping issue with the bottom scanline.

Looks a bit nicer now.

Update:

Fixed uneven scanlines with bright colors, added come crisp.
Attached Files
File Type: zip CRT-A2080-HiRes-SmartRes.zip (2.8 KB, 153 views)

Last edited by guest.r; 04 March 2020 at 22:07.
guest.r is offline  
Old 05 March 2020, 14:50   #331
guest.r
Registered User
 
guest.r's Avatar
 
Join Date: May 2017
Location: EU
Posts: 342
A nice revision of the Shader Pack.

While developing some new shaders i introduced some changes which are beneficial to how brightboost is applied, which also leads to a nicer scanline look.

So i made a rework of most of the shaders and tweaked them acordingly.

Newer released shaders are also included in the shader pack.

The shaders have tweakable parameters, best use something like Notepad++ to access them.
Attached Files
File Type: zip Smart-Res-Pack-4.2-plus-r2.zip (61.2 KB, 145 views)
guest.r is offline  
Old 05 March 2020, 18:20   #332
Retro-Nerd
Missile Command Champion
 
Retro-Nerd's Avatar
 
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,449
Thanks for the updated shader pack. Will try them later.

There is actually one issue that i noticed some month ago. Beam Racing in combination with all of your CRT shader causes tearing in some games, mostly vertically. It's very prominent in Turrican 1 or Lionheart. Without a shader it's smooth (Beam Racing still activated). And with standard vsync your shaders are fine though. Any clue what's going on there?

Last edited by Retro-Nerd; 05 March 2020 at 19:22.
Retro-Nerd is offline  
Old 05 March 2020, 20:35   #333
guest.r
Registered User
 
guest.r's Avatar
 
Join Date: May 2017
Location: EU
Posts: 342
Yeah, i can reproduce it with D3D9/11. Shader length doesn't seem to play a great role, neither hi-res/lo-res switching.

I tested it with lores, D50-D65-WarmerColors.fx shader (a simple shader) and both backends, with 1x,1x multipliers and various "slices".



It would be terrific if it's fixable in any way i guess.

Edit: it's mostly OK with 1 slice.

Last edited by guest.r; 05 March 2020 at 21:13.
guest.r is offline  
Old 06 March 2020, 00:00   #334
fxgogo
Also known as GarethQ
 
fxgogo's Avatar
 
Join Date: May 2019
Location: Twickenham / U.K.
Posts: 718
Loving your work guest.r. Quick question, I have been playing with reshade and your shaders. Should we be mixing them together? Do they fight each other and is there a real world performance impact?
fxgogo is offline  
Old 06 March 2020, 00:13   #335
Retro-Nerd
Missile Command Champion
 
Retro-Nerd's Avatar
 
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,449
Quote:
It would be terrific if it's fixable in any way i guess.

For now i'm using Radeon Enhanced Sync. It fixes the tearing completely and doesn't seem to harm the snappy movement of Beam Racing (at least not that much).
Retro-Nerd is offline  
Old 06 March 2020, 01:43   #336
Retroplay
Lemon Curry ?
 
Retroplay's Avatar
 
Join Date: Sep 2004
Location: Denmark
Age: 49
Posts: 4,087
Just want to "butt in" and say thank you, guest.r.
These shaders are bloody brilliant.
Retroplay is offline  
Old 06 March 2020, 20:13   #337
guest.r
Registered User
 
guest.r's Avatar
 
Join Date: May 2017
Location: EU
Posts: 342
Thanks for the nice words!

@fxgogo
Quote:
Quick question, I have been playing with reshade and your shaders. Should we be mixing them together? Do they fight each other and is there a real world performance impact?
Yeah, they can be used together as reshade manages it's own resources. The performance impact is not very big with WinUaeMask shader as ReShade shades at 1x output resolution. I recommend using the latest version though.

@Retro-Nerd
Quote:
For now i'm using Radeon Enhanced Sync. It fixes the tearing completely and doesn't seem to harm the snappy movement of Beam Racing (at least not that much).
Maybe it's an AMD only issue, fixed by the setting used. I'm missing this option atm. with my old adapter though.
guest.r is offline  
Old 06 March 2020, 21:00   #338
Retro-Nerd
Missile Command Champion
 
Retro-Nerd's Avatar
 
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,449
I don't think so. Beam Racing without shaders is fine. And your shaders without Beam Racing too (Vsync or Enhanced Sync enabled).

A pity that the combination of BR+CRT shader eats up so much GPU power. My RX 580 works as hard as in modern PC games with high settings enabled.
Retro-Nerd is offline  
Old 06 March 2020, 22:22   #339
guest.r
Registered User
 
guest.r's Avatar
 
Join Date: May 2017
Location: EU
Posts: 342
In my crude understanding using shaders means extra buffers. Up to 9 in general. In most cases only "0" pass is used.
As i recall D3D9 uses an additional optional working samplers etc.
Long story short, maybe for performance sake shader buffers aren't synced and tearing happens. Can't test it on nVidia HW though.
Most folks could live with 1 shader pass (pass 0) synced though, if this is the case.
guest.r is offline  
Old 06 March 2020, 23:17   #340
Retro-Nerd
Missile Command Champion
 
Retro-Nerd's Avatar
 
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,449
Happens with one shader (only pass 0 set with a CRT shader) too. If i understand you correctly.

edit: I tested 1x, 1x for the shader multipliers and the tearing is gone on my system. A 1x, 2x setting seems fine too. But this produces uneven scanlines in movement as you already now. I need 1x, 4x for a proper look.

Last edited by Retro-Nerd; 06 March 2020 at 23:35.
Retro-Nerd is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Multipass shaders craig64 support.FS-UAE 21 08 December 2020 11:01
HLSL/CG Shaders and xBR Enverex support.FS-UAE 11 19 July 2013 16:44
fx Shaders in WinUAE 2.6.0 crazy46guy support.WinUAE 8 16 June 2013 14:30
[FS-UAE] Optimized or corrected Amiga Game Database Entrys nexusle support.FS-UAE 3 24 August 2012 21:30
Subpixel-corrected lines and polygons on Amiga Scali Coders. Asm / Hardware 9 11 January 2012 12:37

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 21:13.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10762 seconds with 16 queries