04 February 2020, 23:46 | #241 |
Registered User
Join Date: Jan 2005
Location: Portugal
Age: 42
Posts: 139
|
I've been using your shaders (thanks a lot), but to my suprise, even though the effect is fantastic, they take quite a big toll on my performance. In retroarch i can use any shader without any problem at all (stuff like crt-royale on SNES or MAME). Is this normal? Are shaders like Lotte supposed to be this demanding on FSUAE?
|
05 February 2020, 15:36 | #242 | ||
Registered User
Join Date: May 2017
Location: EU
Posts: 342
|
Quote:
But otherwise, i don't know/remember how the image in 1084s looked like. I was using my miggy with an TV. Quote:
|
||
06 February 2020, 11:17 | #243 | |
Registered User
Join Date: Jan 2005
Location: Portugal
Age: 42
Posts: 139
|
Quote:
|
|
06 February 2020, 16:10 | #244 |
Registered User
Join Date: May 2017
Location: EU
Posts: 342
|
The cpu is also a bit important to get a better grasp how slow or fast the shader runs, because it's common that a cpu bottlenecks the gpu/shader with advanced emulation like FS-UAE.
Otherwise you don't need more FPS than the refresh rate of the game with FS-UAE unless you are using a speedup key - very uncommon i think. Some shaders are running like 200FPS on my 1080p setup, but they should also run like 190FPS on 4k, because they shade at a fixed scale (like 6x) and then up/down scale with a fast HW procedure. Still, my adapter is slower than yours and i don't have issues with any shader here so i think maybe it's a Windows issue involved, like the power plan. You could change that in windows/nVidia panel. I read many users experience this. |
06 February 2020, 18:02 | #245 | |
Registered User
Join Date: Jan 2005
Location: Portugal
Age: 42
Posts: 139
|
Quote:
|
|
18 April 2020, 15:00 | #246 |
Registered User
Join Date: May 2017
Location: EU
Posts: 342
|
New shaders in the repository.
In last time i updated the fs-uae shader repository with some new nice shaders, just a reminder.
You can grab them here: https://github.com/guestrr/FS-UAE-Shaders |
28 April 2020, 17:37 | #247 | |
Registered User
Join Date: Apr 2019
Location: Preston
Posts: 17
|
Quote:
Is there a single repository for all your dosbox and winuae shader updates too? Thanks again |
|
11 May 2020, 18:37 | #248 |
Registered User
Join Date: Apr 2019
Location: Preston
Posts: 17
|
Has anyone noticed that running FS-UAE on a 4k display actually renders at 1440p regardless of scaling options?
Forcing 4k in advanced settings results in only a corner of the Amiga display showing on screen with a lot of empty black space around it. Anyone else experienced this? Last edited by Wilf; 11 May 2020 at 18:38. Reason: typo |
12 May 2020, 14:14 | #249 |
FS-UAE Developer
Join Date: Dec 2011
Location: Førde, Norway
Age: 43
Posts: 4,043
|
This is likely due do FS-UAE not running in high-dpi aware mode. That will definitely work in FS-UAE 4.0 (already implemented changes to account for that).
Are you using Windows? You can try to set UI scaling in Windows control panel to 100% and see if the shader renders correctly then. |
12 May 2020, 16:49 | #250 |
Registered User
Join Date: Apr 2019
Location: Preston
Posts: 17
|
Yeah I'm using Windows 10.
Setting UI scaling to 100% fixed it! Thank you |
20 May 2020, 01:47 | #251 |
Registered User
Join Date: Nov 2019
Location: Munich
Posts: 16
|
hi guest.r - thanks for the link for your superb collected fs-uae-shaders.
i second the question of Wilf above - do you have a similar repository for all your dosbox-shaders? that would be amazing :-) best regards |
01 August 2020, 00:58 | #252 |
Registered User
Join Date: Jul 2020
Location: hartlepool / uk
Posts: 2
|
Hi all. Can someone explain to me how to apply these custom shaders. I’ve looked everywhere for the default config file. But cannot find it.
Also what commands do I need to type and where? I’ve read the 1st post but everything I’ve tried doesn’t work. I’ve checked the logs and can’t find anything so I must be doing something wrong Thanks in advance update: ok so i managed to get shaders working, great work by the way! however i had to do it via the in fs-uae application settings field, can this not be added via the launcher .conf? i tried but it wouldnt work, but when i tried it through the fs-uae .conf it worked fine. Last edited by fq360; 01 August 2020 at 12:34. Reason: update to message |
21 October 2020, 17:10 | #253 |
Registered User
Join Date: Jan 2020
Location: Barcelona
Posts: 6
|
Hi,
Would that be very difficult to port to FS-UAE the newpixie shader? It's an updated and optimized version of the crt-mattias shader from the same author: https://github.com/libretro/slang-shaders/issues/134 |
27 October 2020, 10:36 | #254 |
Registered User
Join Date: Dec 2019
Location: Zapresic / Croatia
Posts: 15
|
Sorry for being such a n00b regarding shaders, but I saw some people mentioning editing settings for the shaders (something about #DEFINE commands) so if someone can give me more details or point me in the direction where I can find this information I would be more than grateful!
|
03 November 2020, 22:04 | #255 | ||
Registered User
Join Date: May 2017
Location: EU
Posts: 342
|
Quote:
I also think that 'newpixie' is a very fine shader, i'll have to check it through a bit, if it's multipass implementation is compatible with the options the FS-UAE shader framework offers. Stay tuned! @bohemist Quote:
The #defines in general allow some of the exposed or. important parameters to be altered. Maybe less in scaling shaders but definitely with crt shaders, where you are given an easy accessible option to customize the look. You first need to open the shader file with an editor like Notepad++, then scroll down a bit to find the #defines, change the numerical value they define, save the shader file and run the emulator anew (fs-uae). For example: Code:
#define curvatureX 0.0 Changing the value to something like this: Code:
#define curvatureX 0.04 It's a lot of trial and error here, not all #define statements are to be altered, most are undocumented etc. If you have some experience with Retroarch shaders, then some shaders and their parameters might be easier to understand though. |
||
30 December 2020, 20:59 | #256 |
Registered User
Join Date: May 2017
Location: EU
Posts: 342
|
I checked the Newpixie-crt shader and it contains some effects, which are Retroarch specific, namely the crt-display frame custom texture (which isn't that disturbing) and frame feedback, which is quite worse, as it represent an integral part of the shader and cannot be reproduced by any means.
Following the fact, that the shader uses specific npot 0-1 coordinate range effects (FS-UAE glsl uses pot - PowerOfTwoo buffer sizes), it's a total pita to even start what's remaining. The good news is the slower 'brother' crt-mattias can be considered as the hq version of both of the two. Also good news is i upgraded the quality of some scalefx upscaling shaders quite a lot, now it's possible to have very sharp upscaling to 4k and beyond. The Hybrid version is also very nice, suitable for games with more complicated graphics. The bot shaders have some tweaking possibilities: Code:
#define SFXSHARP 0.70 // sharpness, from 0.0 to 1.0 #define SFXCRISP 2.00 // crispness, from 1.0 to 7.0 |
29 November 2021, 23:01 | #257 |
Registered User
Join Date: Apr 2008
Location: France
Age: 41
Posts: 433
|
Hi ! Been lurking for quite some time
By any chance, would it be possible to adapt a combination of scalefx + crt-lottes-fast ? This is what I use on RetroArch and it works very well even with a Vega 8 (APU of the Ryzen series Or maybe you guys figured out something better ? Is there a kind of consensus now ? Thanks again !! Hmm, gotta compare also with my MiSTer FPGA with a combination of scanlines + newly implemented shadow masks... |
28 March 2022, 09:55 | #258 |
Registered User
Join Date: Apr 2008
Location: France
Age: 41
Posts: 433
|
Hi ! Sorry for bothering again, ahah
I'm now looking for a scalefx + fakelottes combination (with warp disabled). For some reason I tend to prefer this one -- less blurry than lottes IMHO, and more denaturated than scalefx alone Last edited by torturedutopian; 28 March 2022 at 15:49. |
28 March 2022, 19:36 | #259 |
Registered User
Join Date: May 2017
Location: EU
Posts: 342
|
Hey there!
You can easily customize the existing shaders for a less blurry look. They are on page 10, post 196 in this thread. Just open them up in an editor and change this value: Code:
// CRT-Lottes settings (editable) #define hardPix -2.7 Code:
// CRT-Lottes settings (editable) #define hardPix -4.0 |
28 March 2022, 20:12 | #260 |
Registered User
Join Date: Apr 2008
Location: France
Age: 41
Posts: 433
|
Yay, thank you so much :-)
I forgotten about about those are they were not on the repo Last edited by torturedutopian; 28 March 2022 at 21:19. |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Shaders | Zeraphine | support.Amiga Forever | 2 | 15 March 2020 18:46 |
Looking for dithering shaders for FS-UAE | switchblade | support.FS-UAE | 1 | 28 July 2015 18:13 |
CG Shaders | Enverex | support.FS-UAE | 2 | 05 October 2014 18:51 |
fx Shaders in WinUAE 2.6.0 | crazy46guy | support.WinUAE | 8 | 16 June 2013 14:30 |
Using shaders with FS-UAE on Ubuntu [Solved] | DaveMB | support.FS-UAE | 2 | 14 October 2012 15:46 |
|
|