03 December 2017, 10:09 | #161 | |
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Quote:
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09 December 2017, 22:06 | #162 |
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Now a couple of different shaders that have something in common:
They shouldn't work correctly on this XML shader platform. But i gave it a thought since they are quite prominent and found a solution for the (in)famous RA texture/fbo chaining. The code improvement (more a "Eureka!" trick) is limited, but sufficient. Something about shaders. Scalefx9 likes simple graphics (PD games...), super-xbr-6p quite the opposite (Turrican...). PS: the dreamscape shaders now look as intended (mentioned trick was implemented). But tastes differ and i'll leave the old versions on previous page. Edit: small improvement of the scalefx shaders. Edit: fixed rogue pixels in scalefx9. Edit: dreamscape shaders less blurry and gamma corrected. Last edited by guest.r; 30 December 2017 at 18:08. Reason: Shader update. |
15 December 2017, 20:13 | #163 |
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Good news for folks who like the ntsc shader.
I have manage to port it from RA (using some tricks). Otherwise it uses float framebuffer for first pass, absence of the options of it (like here) turns the image very pink, no way around that. The FS-UAE version is therefore slower, has better horizontal filtering, similar artifacting and jittering is removed. I have tried some other ntsc shaders, some are very bulky, some run on cpu (blargg's). So i think The Maister's version is the best option. |
13 April 2018, 20:24 | #164 |
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... i saw the deleted post.
The only independant DosBox emulator which allows xBR+Lottes is Daum from Ykhwong, no way around that unless Dugan changes to the framework, which allows multipass shaders. Anyway, set scaler to normal3x (forced)... Edit: forced scaling reminder, modified shader version, should look better now. Last edited by guest.r; 14 April 2018 at 20:01. |
13 April 2018, 23:17 | #165 |
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Ahah, thank you so much :-) Indeed I had removed my previous post because I thought it was offtopic and also because the dosbox fork I was referring to didn't support multipass shaders (duganchen)
Gonna test it ASAP, thanks |
13 April 2018, 23:53 | #166 |
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Okay, as I couldn't build the Linux version of dosbox-daum I used dosbox-daum via Wine !
It seems to work but there's something strange. 320x200 games appear correctly with the pixel shader. However, the DOS shell, using an higher resolution, is unreadable, I have to type without seeing the result (despite scale3x) and for instance it seems to misbehave with games using nonstandard resolution ? Take JazzJackRabbit. Menu is displayed properly. Ingame pic is kinda "zoomed" ; I can only see a portion of the screen. Doom is perfectly displayed, for instance. Might be due to wine ! Edit : oh, I have one more request :-) I noticed this xbr+lottes has some visible vertical lines or threads or raster --- sorry I can't find the proper English word. Maybe that could be reduced by applying xbr scaled 3 times or xbrz6 or... another similar one which would be optimal in your opinion, before applying crt-lottes ? :-) Maybe xbrz6+lottes would do it ? Thanks again !! Last edited by mahen; 14 April 2018 at 01:26. |
14 April 2018, 00:13 | #167 |
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Hmm, regarding those issues applying shaders depending on the source resolution, I found 3 different cases :
- so with dosbox-daum, pixel shaders are properly applied only to 320x200 it seems ; higher resolution are unreadable - however when using DosBox via RetroArch and applying shaders, it seems the shader are applied to an already upscaled picture, which gives a blocky picture -- blockier than it should ! It should be woraroundable by disabling the internal dosbox scaler... - the third case I stumbled upon is when applying shaders to the duganchen fork of dosbox. Here for some reasons, the shader is properly applied whatever the app resolution is : the DOS shell characters look great with the shaders applied and lowres games look good too. Problem is, it doesn't support multipass shaders. Well, we have a similar issue with FS-UAE -- we need 2 distinct shaders depending on the resolution. Last edited by mahen; 14 April 2018 at 01:28. |
14 April 2018, 14:31 | #168 |
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I got the "unreadable" situation when i don't apply "forced" with scalers.
So best use forced scaling. If this doesn't work then it's a Wine issue, can't help here, because it works as intended in Daum under Windows. Don't forget to customize the #define values to your liking though... Enough OT for now. You can send me a pm if you need any more help/ot shader. |
07 May 2018, 19:03 | #169 |
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Guys at libretro (aliaspider) has managed to make xBRZ even faster and arbitrary, which means it will work as intended at any scale.
It should work on crapy machines fullspeed i guess, perfect Intel material... Compatibility issues report (Linux) is welcome. |
10 May 2018, 13:23 | #170 |
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The shader works well with mesa 18.03. Performance is somewhere in between older xbrz4x and xbrz6x.
Some benchmarks with a very crappy Radeon R230 in low-res with warp mode enabled: Code:
(no shader) 725 FPS xbrz 59 FPS xbrz4x 76 FPS xbrz6x 32 FPS xbr-super 14 FPS xbr-super-lottes 6 FPS |
10 May 2018, 21:48 | #171 |
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There might be something going on with the drivers, maybe they don't like multipass solutions.
Do you have Gallium too...? Sry Linux noob here. This made me curious and i tested it on a crappy gf 8400. Code:
xbrz4x: 11 FPS xbrz6x: 5 FPS xbrz: 31 FPS If not, please let me know. |
16 May 2018, 14:35 | #172 |
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I have put some shaders in "Data/Shaders/" but they dont work. Every time i get an error with:
- Failed to link Shader pass - Error occured while loading shader What am i doing wrong? I am using the last Dev version! |
16 May 2018, 14:45 | #173 |
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I have them all in E:/FS-UAE/Shaders/
so Code:
shader = E:/FS-UAE/shaders/xyz.shader |
16 May 2018, 19:11 | #174 |
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It dont work, strange ^^
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17 May 2018, 19:24 | #175 |
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Maybe you should try the portable version. Worked every time with my setup.
Meanwhile i have developed a crt shader which emulates the dotmask bloom and shows nice mild artifacts too. Should display well with most games... It's also a proof-of-concept that dotmask bloom can be emulated quite decently through the "phosphor cells". Screenies: Edit: Decent code cleanup, also a speedup and better looking. Last edited by guest.r; 19 May 2018 at 11:13. Reason: Screenies, improved version |
17 May 2018, 19:55 | #176 |
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I like your crt-easymode-halation.shader for FS-UAE. Could you please add a "saturation" option?
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17 May 2018, 21:13 | #177 |
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NP, here you go!
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17 May 2018, 21:27 | #178 |
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Works great!
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18 May 2018, 14:45 | #179 |
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Are any of those most recent ones working on FS-UAE for Mac yet, or still depending on some kind of update on FS-UAE Mac port?
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18 May 2018, 18:46 | #180 | |
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Quote:
If a shader doesn't compile right you can look under Cache/Logs and see what the issues/errors are in the fs-uae.log.txt file. It should exist somewhere... |
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