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hizzlekizzle avatar hizzlekizzle commented on August 16, 2024

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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FeRcHuLeS avatar FeRcHuLeS commented on August 16, 2024

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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hizzlekizzle avatar hizzlekizzle commented on August 16, 2024

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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FeRcHuLeS avatar FeRcHuLeS commented on August 16, 2024

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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hizzlekizzle avatar hizzlekizzle commented on August 16, 2024

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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FeRcHuLeS avatar FeRcHuLeS commented on August 16, 2024

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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