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#21 | ||
Retired Scener
Join Date: Oct 2009
Location: Oslo / Norway
Posts: 86
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Quote:
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![]() Last edited by prowler; 16 July 2013 at 20:34. Reason: Back-to-back posts merged. |
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#22 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,457
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Nice filter, but too much bloom. The scanlines doesn't look real enough, they are at least too thin in 1920x1080.
Last edited by Retro-Nerd; 16 July 2013 at 14:40. |
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#23 | |
Retired Scener
Join Date: Oct 2009
Location: Oslo / Norway
Posts: 86
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Quote:
Edit: Unless you use the scanlines in the Display options. The D3D filter scanlines however, look bad. |
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#24 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,457
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The Direct3D scanlines looks really good in WinUAE. Try "Auto Integer Scaling".
![]() But in this case i meant the scanlines created from the shader. TysonJacobs shader but with a Scanlines75x4.png. Looks much better on FullHD displays. ![]() @TJ What are the shader values to lower the bloom? ![]() Last edited by Retro-Nerd; 16 July 2013 at 21:09. |
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#25 | |
Registered User
Join Date: Jul 2013
Location: Nashville/USA
Posts: 10
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Ugh, I am back to being unsatisfied.
![]() Also, I would really like to get scanlines working properly in the shader. Right now they are not part of the shader, but just a mask effect. Scanlines really need separate processing from the rest of the pixels to really look right, masks just aren't good enough. Currently, there is no way to do scanlines that I know of in UAE. Does anyone know of any scanline shaders that work correctly? Quote:
Mess with the "1.5" value on line 44, color.a = clamp(1.5 - color.a, 0, 1); It is sensitive, try .1 increments |
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#26 | ||
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,457
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Quote:
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![]() More screenshots: http://abload.de/gallery.php?key=sqAWyWGP Last edited by Retro-Nerd; 16 July 2013 at 23:03. |
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#27 |
Registered User
Join Date: Jul 2013
Location: Nashville/USA
Posts: 10
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If you are a fan of blurred out pixels, like I am, make sure the line mode is normal, not doubled, and the resolution is lores.
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#28 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,457
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I'm a fan of the RGB cable scanlines look, not the heavy blur you get with the antenna/composite cable. But out of curiosity: It should be possible to the set the amount of blur in the shader, right? Or is this an OpenGL (look at Frode's scanlines-nonlinear-blur.shader for FS-UAE) only feature?
Line Mode normal+lores isn't good for interlace or hires text fonts. So it has to be "Double"+hires for me. Last edited by Retro-Nerd; 17 July 2013 at 01:47. |
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#29 |
Registered User
Join Date: Jul 2013
Location: Nashville/USA
Posts: 10
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D3D and Opengl are essentially the same.
However, in this shader, blur and bloom are linked. If you want, you could try adjusting back the bloom variable to 1.5 or even higher, and then compensate by dialing down the "brightness" and "bloom-brightness" (.9 and .09 respectively, lines 61 and 62) float4 baseResult = sum/weightSum*.9; float4 result = baseResult + sum*.09; |
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#30 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,457
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I see, works fine.
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#31 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
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#32 |
Registered User
Join Date: Nov 2009
Location: Legoland
Age: 45
Posts: 1,461
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Try this:
* A full screen resolution of 576p 50 Hz (that already blurred one. ![]() * Set the presampling to 2x; * And finally the mask to ApertureMRES.png; * Turn ON the VSync (if not why I am using 50 Hz?); And you get the antenna cable dream! ![]() Last edited by Leandro Jardim; 20 July 2013 at 10:10. Reason: fixed 720p to 576p |
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#33 | |
Retired Scener
Join Date: Oct 2009
Location: Oslo / Norway
Posts: 86
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#34 |
Registered User
Join Date: Nov 2009
Location: Legoland
Age: 45
Posts: 1,461
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With game screens the result is spectacular, but with a interlaced Workbench gets hard to read the texts (and I love it!).
![]() I forgot to say that you may to have to adjust the proportion of the screen to get the best results. And also, I wrote wrong the screen size, and its 576p. PS. Ah one more thing too, the last picture was taken after I adjusted the contrast in display panel to -16. You see its better than the prior two. ![]() Last edited by Leandro Jardim; 27 March 2019 at 13:44. |
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#35 | |
Chief Blur Buster
Join Date: Mar 2013
Location: Toronto, Canada
Posts: 40
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Quote:
Also, have you enabled LightBoost 2D on your 120Hz monitor? If you're using one of the 120Hz monitors that includes LightBoost? One of the WinUAE developers now use a Lightboost monitor now. |
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#36 | |
Retired Scener
Join Date: Oct 2009
Location: Oslo / Norway
Posts: 86
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Quote:
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#37 | |
Chief Blur Buster
Join Date: Mar 2013
Location: Toronto, Canada
Posts: 40
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Quote:
View www.testufo.com/#test=photo (in Google Chrome) with LightBoost enabled versus disabled. ToastyX Strobelight lets you turn it on/off LightBoost on the fly. You'll quickly tell the difference. |
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#38 | |
Retired Scener
Join Date: Oct 2009
Location: Oslo / Norway
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#39 |
Registered User
Join Date: Apr 2012
Location: Los Angeles
Posts: 67
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Hi guys,
Any progress on HLSL working in FS-UAE yet? |
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#40 |
FS-UAE Developer
![]() Join Date: Dec 2011
Location: Førde, Norway
Age: 43
Posts: 4,043
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HLSL is an Direct3D feature. FS-UAE uses OpenGL exclusively, where the corresponding feature is GLSL (which FS-UAE supports). Therefore, since FS-UAE does not use Direct3D, it will not support HLSL, but you can do the same stuff with GLSL.
(If you have more questions about the GLSL support, please post to the FS-UAE forum ![]() |
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