Comments (6)
You can do mame overlay effects through the overlay system, where we've ported over mame's "phosphor 3x" and "cools 4x" effects:
https://github.com/libretro/common-overlays/tree/master/effects/scanlines
If you want to use a shader instead, the phosphorLUT shader does something similar to the MAME effects. Check out the phosphorLUT-shadowmask preset and then go into the parameters and change the phosphor scale X to 2.00 and the phosphor scale Y to 3.00. It looks like this:
http://i.imgur.com/ol4t4ty.png
However, it sounds like the visual error you're describing is caused by non-integer scaling factors. If you enable integer scaling in your video options, you should get evenly-spaced scanlines.
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hizzlekizzle wrote:
You can do mame overlay effects through the overlay system, where we've ported over mame's phosphor 3x" and "cools 4x" effects
phosphor 3x" and "cools 4x" overlays stand out too
hizzlekizzle wrote:
If you want to use a shader instead, the phosphorLUT shader does something similar to the MAME effects
the phosphorLUT shader seems to me a bilinear filter
hizzlekizzle wrote:
it sounds like the visual error you're describing is caused by non-integer scaling factors. If you enable integer scaling in your video options, you should get evenly-spaced scanlines.
I always play using interger scale on :)
I have to say all the scanlines vertical or horizontal filters on every emulator I tried even MAME's stand out to the sight sometimes they look like sea waves when the games goes from bright to dark or viceversa, that's not the case of RGB3 effect that it seems to based on hexagons not in squares grids, my avatar image is what is used for RGB3 effect by the way.
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I made your avatar into an overlay, named mame-rgb-3x:
https://github.com/libretro/common-overlays/tree/master/effects/scanlines
Dunno if it looks how you're wanting but I think it's about as close as you're going to get in RetroArch.
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Thanks hizzlekizzle for caring about and making an overlay, the thing is I made a mistake and give you the wrong pattern so I've just updated my avatar with the correct pattern with a black frame around it.
By the way between yesterday and today I can differenciate between these 3 game screen improvements are they right or wrong?
Filter: A tweak in the game screen that is done in some way by the console system itself
Shader: A tweak in the game screen that is done by an additional outside process
Overlay: An image over the game screen.
I would like the overlay you made to be a filter or shader someday thanks again =)
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Alright, I pushed up a new image based on your new avatar. This one looks better, I think.
Filters are post-processing that runs on the CPU and can include same-scale or up-scale effects.
Shaders are post-processing that runs on the GPU and can include same-scale or up-scale effects.
Overlays are images over the game screen. They do not affect the scaling of the image.
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I find the new image better than before, the grid works better for brilliant colors than for dark colours where the grid is something like shiny dots however that's the way/limitations overlays work, doesn't it?. The question is how that hexagon based grid would work as a shader or filter?, thanks for the info people on the net weren't that clear. :)
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Related Issues (20)
- 4xsoftSdB defect HOT 1
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- xbr 3d filters not working correctly
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- crt-aperture.cgp compiling error HOT 2
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- [Q] Any shader to darken only an area of the screen? HOT 5
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- Apparent issue with the XBR shaders HOT 1
- [Request] r57shell's PAL shader: add "USE RAW" / "USE LUT" to user-settings HOT 10
- Feature Request: Scaling image files HOT 1
- vertical red line HOT 9
- (Request) Port Outer Glow/Outer Glow CRT and Anamorphic over from Slang to GL
- delete me
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