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Old 24 May 2018, 22:00   #181
guest.r
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Been working on a PAL shader too and recently got some great ideas to create one. I think it might be a great option to play some of your games on LCD TV, like in old times.

It should be somewhat faster compared with the port of Maister's NTSC shader (ntscm).

Edit: updated version, a bit sharper, improved brightness.
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Last edited by guest.r; 26 May 2018 at 14:56. Reason: Updated shader version.
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Old 25 May 2018, 02:02   #182
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Oh, cool! I'll try it out next time I get to a machine with FS-UAE

Does it do the RF shadowing of bright pixels into darker? Yellow next to blue was a classic combination back in the 80s and produced an almost black shadowing effect due to dot-crawl.
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Old 30 July 2018, 19:37   #183
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Another nice setup of scalefx. The hybrid version deals with aliased gfx. in a special way, making them less annoying on sharp displays.

It's also a good all-rounder.
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File Type: zip scalefx-hybrid.zip (7.1 KB, 66 views)
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Old 25 October 2018, 16:29   #184
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SpookyFox (author of ScaleFX) has improved the Hybrid version recently and i made a nice setup of it. It's a good all-rounder i guess...

Edit: small update.

Edit: A nicer version (hacks), the colors are better, cleaner, but it's a bit heavier, due some "hacks".
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File Type: zip scalefx-hybrid.zip (8.3 KB, 28 views)
File Type: zip scalefx-hybrid-hacks.zip (8.6 KB, 22 views)

Last edited by guest.r; 26 October 2018 at 21:43.
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Old 30 October 2018, 20:52   #185
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I wanted to start a thread "Worst examples of dithering in Amiga games", but there's a better option i remembered.

Heavy dithering can be annoying on modern displays (wich is common for emulator usage).

SpookyFox (author of ScaleFX) has produced a nice solution to deal with the annoying patterns and i made a FS-UAE port of it.

Here is an example what it does:

http://screenshotcomparison.com/comparison/123454

It's even worse (dithering) with sharp pixels.

So here is the mdapt pack. It includes more versions (original, medium, sharper, xbr, crt) since it allows to stack/setup shaders above it.

If you find a good game ugly by dithering here is a good solution for it.
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Old 30 October 2018, 20:56   #186
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Fantastic thanks for your efforts. Is there a version for Winuae?

PS you could also use Conquests of Camelot, some very ugly dithering there too.
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Old 30 October 2018, 21:18   #187
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I'll see if i can do a GDAPT (2 pass shader) port for WinUAE since MDAPT uses 5 passes.
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Old 31 October 2018, 02:34   #188
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Very nice!! Is this combinable with your other shaders, like "CRT-Guest-Glow-Fast-Lo-Res.fx" for WinUAE? I hope you can port it.

edit: Conquest of Camelot looks great!!




http://screenshotcomparison.com/comparison/123466

Last edited by Retro-Nerd; 31 October 2018 at 03:54.
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Old 31 October 2018, 11:54   #189
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I played it with the new shader, a completely new game, now looks like an Amiga enhanced version.

We should make a list with all those games with heavy dithering. Sierra are the 1st ones to look for lol

PS Gods-Chaos engine will benefit from this too.


Last edited by nobody; 31 October 2018 at 13:01.
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Old 31 October 2018, 16:08   #190
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Indeed. Gods looks nice too. Here in combination with the CRT-Geom shader.

http://screenshotcomparison.com/comparison/123496

Last edited by Retro-Nerd; 31 October 2018 at 16:40.
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Old 31 October 2018, 20:07   #191
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Is it me or does the new shader darken the dithered areas considerably? Most noticeable in the Gods comparison.
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Old 31 October 2018, 20:11   #192
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edit: No, maybe the CRT geom shader in combination with MDAPT is a bit dark.

Last edited by Retro-Nerd; 31 October 2018 at 20:28.
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Old 31 October 2018, 20:34   #193
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Quote:
Originally Posted by Dunny View Post
Is it me or does the new shader darken the dithered areas considerably? Most noticeable in the Gods comparison.
Not really on average, but if you blend a dark and bright pixel half by half in standard color space, the result might appear darker, since there are no outstanding bright pixels any more.

Using masks on top of it might darken a bit further.

There is a solution for this also in the shader since we can use the option to blend pixels in linear (gamma) space.

In the shader - last mdapt pass - the variable for this should be set to 1.0. (it was 0.0 by default by the author).

Code:
#define linear_gamma 1.0
And voila, the dithering gets a bit brighter.
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Old 31 October 2018, 20:48   #194
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Yep, it's a bit brighter with the corrected value in the last shader pass. It also seems to preserve the original colors (how it looks without the MDPAT shader) better. If i'm not blind.



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Old 05 November 2018, 11:27   #195
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Hi again everyone :-)

I'm back with another request
Would it be possible to have a combination of scalefx + crt-lottes ?

BTW I figured out a way to have a little less input lag and no tearing for NVIDIA (Linux) users : you have to enable 'force compositing pipeline' in the nvidia driver (control panel) and disable VSYNC in UAE... In some native games it also enables to have less input delay... I'm not sure why.

Still looking for other ways to reduce input lag :-)
Cheers !
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Old 05 November 2018, 17:31   #196
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Here you have it.
I included 2 versions, latter is a bit hq-ish.
Please customize the shaders to your liking (Lottes #defines...).
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Old 05 November 2018, 17:53   #197
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Thank you so much :-)
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