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Old 05 January 2012, 20:20   #1
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New filter?

What are the chances Toni, I know you aren't a fan.

This one looks pretty good to me, best yet, don't know if it's suitable for WinUAE with it's fairly high (compared to KEGA anyway) processor demands.

http://board.byuu.org/viewtopic.php?...fc1d0&start=15
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Old 07 January 2012, 14:20   #2
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Not enough technical information available but I only did very quick check.

It needs to be D3D based, any other shader based filters won't be enabled at this point. Maybe someday in future. (and most of the shader based filters can be converted for D3D, but of course it won't be too simple)
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Old 07 January 2012, 14:40   #3
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What about implementing a CRT simulator filter, like the one Stella has?
http://www.bogost.com/games/a_televi...imulator.shtml

That'd be an awesome addition for WinUAE, imho.

EDIT: Example pic:

Last edited by jbenam; 07 January 2012 at 14:47.
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Old 07 January 2012, 18:17   #4
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I'd like to see this one:

http://board.byuu.org/viewtopic.php?f=10&t=147



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Old 07 January 2012, 19:26   #5
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What makes these filters saught after ? You only saw those tv effects if you stick your eyes on the tv glass ! I cant see the appeal of zooming them to make em stand out on your large screen.
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Old 07 January 2012, 19:29   #6
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I won't care how they look, I only want to see the code

btw, this won't become I like/hate filter(s) thread, there is already one for that.
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Old 11 January 2012, 23:17   #7
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@Mad-Matt
Don't just look at the embiggened texture, the CRT simulator can also simulate color bleed, after image and noise. All things that were kept in mind by game devs of that time to create peculiar effects. I'm not sure if there are titles on the Amiga that were specifically created with those effects in mind, but it is a nice trip down nostalgy lane nonetheless (we all played/worked on CRTs, back then)

@Toni
They seem to have removed the "TV Effects" from the 3.5 trunk, so I'll link you to the 3.4.1 sources:
http://stella.svn.sourceforge.net/vi....1/src/common/

I'm not too certain of this, but from what I've gathered, the TV filters should be in the FrameBufferGL/Soft files.

Thanks for looking into this
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Old 19 January 2012, 23:46   #8
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Having just had enough time to actually test the filter myself in Kega, I felt compelled to register at the forum and when my account is activated I will be asking if the information or d3d version could be made available.

It really is so much better than hqx2
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Old 20 January 2012, 00:19   #9
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these filters seem great
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Old 21 January 2012, 00:11   #10
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Found out some info for you Toni and have emailed you at your winuae.net address as there is an attachment (some shader files).

Not attached it here as it doesn't work and you can guarantee someone would download it and then forget and a week later start bitching because it isn't working.
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Old 21 January 2012, 00:23   #11
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Quote:
Originally Posted by jbenam View Post
What about implementing a CRT simulator filter, like the one Stella has?
http://www.bogost.com/games/a_televi...imulator.shtml

That'd be an awesome addition for WinUAE, imho.

EDIT: Example pic:
WOW! What a nice filter!
It's one of the best I've ever seen
Very realistic.
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Old 22 January 2012, 18:16   #12
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If anyone has knowledge of d3d/shaders please PM me to see if we can get the filter I linked to in the first post working.

Hyllian does not have a GPU with shaders in his laptop so cannot test anything himself and sends me a shader to try that I am literally no help with as I can only tell him if it works or not.

We have made progress of sorts a little with Toni's help and then by copying the layout of one of the existing shaders which has made everything work apart from the actual smoothing.
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Old 22 January 2012, 22:51   #13
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Ignore last post.....
Attached Thumbnails
New filter?-batmanthemovie_002-unfiltered.png   New filter?-batmanthemovie_001-filtered.png  
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Old 23 January 2012, 20:02   #14
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OK, so here it is.

Seems to only work in lores mode (may work if you have a monitor with a massive res in hires/double mode - check if you have one) but that's fine for games which is the point of this.

3x and 5x are the optimal settings apparently, not sure if that means 3 passes or just 3 or 5 times bigger anyway, I get excellent results using automatic scaling and using 2 passes. (3 passes runs half speed on my old 4870 so it takes some shader grunt - if you have more power share your results please)

There is a crt effect one coming but that needs further testing in a few days.

Big thanks to Hyllian over at Byuu's forum for his hard work with very little input from me I have to say. Add it to your plugins/filtershader/direct3d folder.
Attached Files
File Type: zip 5xBR-v3.5a.zip (2.4 KB, 120 views)
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Old 23 January 2012, 20:08   #15
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Quote:
Originally Posted by Ian View Post
There is a crt effect one coming but that needs further testing in a few days.
The result will/could be exactly as the link (and photo of H.E.R.O.) posted by jbenam?
It would be fantastic...!
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Old 23 January 2012, 20:29   #16
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The same as the CRT results in my original link yes, they don't really look like the H.E.R.O. screenshot though.
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Old 23 January 2012, 22:42   #17
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Quote:
Originally Posted by jbenam View Post
What about implementing a CRT simulator filter, like the one Stella has?
http://www.bogost.com/games/a_televi...imulator.shtml

That'd be an awesome addition for WinUAE, imho.

EDIT: Example pic:
I agree, this would be a very worthy addition. The screenshot looks really good, especially compared to all of the other tries I've seen out there. What's also great is the analysis done about simulation of texture, afterimage (phosphor glow), color bleed and noise.

The only thing they seem to be missing IMHO (or maybe that's hard to simulate), is the fact that texture depends on the brightness of the colors displayed, and is not evenly spread across the screen/image. Example: showing a completely white screen on a CRT makes it almost impossible to notice any scanlines from normal viewing distance, while a full dark red or blue screen makes the "black" scanlines much more noticable.

In the stella example picture this omission becomes very apparent: all colors have the same texture, whether they're bright colors or dark colors. In reality on a CRT the white trousers of R. Hero, or the white Activision letters, for example, would almosty show like plain white, without any texture. While in the screenshot they show (wrongly IMHO) an equal amount of texture as other more dim colors.

So if anyone would be attempting to implement this stella filter for WinUAE, I hope they'll consider adding local texture "alpha blending" depending on the brightness of the underlying colors. I.e. more texture applied for dark colors and less texture applied for light colors.

But other then that, here's definately my vote for this one..
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Old 24 January 2012, 01:40   #18
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The same as the CRT results in my original link yes, they don't really look like the H.E.R.O. screenshot though.
The results in your original links are nice .
They are 'simple' scanlines though... I was referring to the Stella filter which produced that H.E.R.O. image, which - I repeat - is truly fantastic IMO.

Quote:
Originally Posted by Dr.Venom View Post
But other then that, here's definately my vote for this one..
my vote too .
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Old 24 January 2012, 21:26   #19
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Glad that you guys like it It'd be the ultimate nostalgia filter, when finetuned.
Most of us don't have CRTs anymore (sadly) and I quite miss those old effects myself, which were always present when I used my Amiga on big CRTs

The Stella filter has lots of options to do exactly what you said, Dr. Venom (if I recall correctly).

You can see the "texture" effect on the white text because I had everything maxed out on purpose, to show what was the filter capable of
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Old 24 January 2012, 22:38   #20
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Just scanlines and pillow-shaped pixels where like levels meld is enough to emulate CRT and improve doublescan pixels no end. No need to add the ghastly rgb dispersing grilles of TVs, thank you!
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