What package was this?
Pretty sure it was
And with a few cg dlls (
cgGL.dll) in the running side =
Wow! I’m sure there might be many others who were caught off guard with the sudden dropping of compatibility with CG Shaders between 1.9.0 and 1.9.1. For others like myself who might need more time to transition to the more modern formats or have been satisfied with the look, feel and performance of their setups using CG Shaders and probably older video API drivers can you perhaps share a link to this build and/or provide a guide to the steps of building so that we may also have access to this wonderful creation? Who knows, maybe CG can be reintegrated into the main build or perhaps this can be the start of a new fork?
Buildbot clearly does not have the package installed. That is all that is required for
./configure to detect it.
Sorry, I’m not posting exes, and the existing building instruction steps do apply.
Okay, thanks for confirming what’s possible though. At least now we know that it can be done and how. The details are available.
With the Analog Shader Pack version 3 can you ignore the shaders_cg folder and convert everything else? There’s some really nice shaders like PVM/BVM and Arcade monitors/professional monitors etc. that I just can’t live without. I don’t wish to stick with an outdated version of RA but I will to use these shaders. I didn’t see these when I upgraded my RA last night.
What’s the process to convert them? Is it something I can do on my end? Is this process posted online anywhere and I’ll just take the time myself.
Thanks for any help.
If you like overlays with PVM & other monitors this might be of interest to you
I compiled the latest Retroarch Build 1.9.8 with CG_Shaders enabled. It can be done by anyone if you follow the steps in the Wiki, with one exception. You have to google different link to
mingw-w64-i686-nvidia-cg-toolkit. It can be simple installed in “MSYS2 MSYS” with this command:
pacman -S mingw-w64-i686-nvidia-cg-toolkit. Just copy my .exe file to RA folder and get 3 missing .dll files (cgGL.dll, cg.dll, cgD3D9.dll). Thank God i could get my Analog Shaders 3.0 back.
Just want to say a big thank you for being so kind enough to share your compiled exe with us compiling noobs. I tried compiling myself but CG support wasn’t enabled. I tried copying and pasting the command you posted to install the package then just proceeded to make the exe but it still didn’t have CG enabled. I’m not sure if it’s because I didn’t start all over from the beginning again or due to the missing dlls. I’m not even sure where those dlls need to be. Is it somewhere in the retroarch compilation tree or in the output retroarch directory?
I totally can understand how you feel when you say
I tried using Guest shaders as well as Mega Bezel (which I actually love) but so far I couldn’t get it even close to the “Death to Pixels” preset I was using which uses the Analog Shader Pack 3.0. I couldn’t even get it to look as good as the Radeon compatible alternative version I made, which is based on the “Boob Tube” minus the curvature and some other tweaks.
What I got with the Guest and Mega Bezel looked decent but the text seemed really low res compared to the “Death to Pixels” cgp preset. Maybe someday I’ll continue tweaking the modern stuff to get it to match the old stuff but if it ain’t broke, why fix it?
Well i’m total noob too. My main goal was to correctly install the “MSYS2 environment”. Because first time i could not even get a normal .exe to be compiled. My first mistake was not to fully install “Step 7” from MSYS2 , where i copied the dollar sign “$” and the command line didn’t get through. My second mistake was, i had a Windows-User in different language that caused pathing problems.
Those .dlls you have to put in your working Retroarch Folder after placing there CG-enabled .exe
That command line i mentioned is for downloading and installing x64 version of nvidia-cg-toolkit in MSYS2. Because the user sonninnos posted above the wrong name for x64 version. With that command you will automatically download and install the correct x64 nvidia-cg-toolkit.
Would you believe right after I posted this I went over to the HSM Mega Bezel Thread and saw some awesome looking stuff? I downloaded the latest version then tried this from the variations presets folder: “Newpixie-Clone_Smoothed_Rolling-Scanlines__STD__GDV”. I loved what I saw! I found the rolling scanlines to be a bit distracting because to me you’re not supposed to be able to “see” those CRT anomalies unless you specifically stare at the screen but I could really appreciate the concept behind it. The curve is something I might also want to disable because my brain doesn’t seem to agree with curved scrolling and that’s simple to do. Then I switched my attention to the Experimental\BendBombBoom Presets folder and I tried the “BendBombBoom__Aperture-Soft__Mask-1” preset and it was like Wow! I’ve finally found something that can replace the “Death to Pixels” preset I had been using in the Analog Shader Pack 3.0! I also briefly sampled “Smoothed-ScaleFX_Horz_Only__STD” and “Smoothed-ScaleFX_Antialias” and they both looked beautiful. But for now I think I’m sticking with the “BendBombBoom__Aperture-Soft__Mask-1” preset.
You can get them here at:
I think BBB was trying to go for that look intentionally with a more modern shader implementation iirc.
Seems like they nailed it! The look that is, while not identical it seems like an awesome alternative and variation that’s in a similar league. I can’t yet pick one over the other. It just makes we want to relive all my games over using this new look. It’s a little sharper while maintaining great blending and control over aliasing. Great work! They should sticky it or make it a standard preset available to all.
Actually, I remember what he was doing… I think?
Well anyway, iirc chat was trying to make dotty pixel CRT preset, well just trying to make a dotty pixel setup in general tbh.
Might be mixing things up tho, couple years of chat go brrr and blend
Btw, should be pretty easy to blur that preset up a little if it’s too sharp for your tastes.
Thanks, not that I’m complaining about it in anyway though but what setting do you suggest I try to increase softness without causing any clipping? I tried increasing halation but that seemed to clip some of the brighter colours a bit.
Should be some sharpness settings two to be exact. I can’t remember the exact labels for them.
That’s great you found something that you can replace the “Death to Pixels” preset from the cg analogue shader pack!
About softening the image, there are a couple options
- Adjust Downsample Blur
- Adjust Sharpness settings in the Guest-DrVenom settings
- Turn on and adjust GTU
- If you ever want a sharper picture you can increase the core sampling res parameters
Thanks! I was being dumb and a potato, and couldn’t remember the names/wouldn’t look them up .
Thanks a lot! I’m now reading this but I spent quite some time since my last post tweaking shader parameters using lots of trial and error. I used “Newpixie-Clone_Smoothed_Rolling-Scanlines__STD__GDV.slangp” as my starting point this time.
I’m going to post what I came up with for those who’re missing their old CG shaders here to have something suitable enough that they might be able to finally say goodbye to the “Death to Pixels.cgp” Analog Shader Pack 3.0 preset like I’m able to now. The screenshots are only going to tell a part of the story because there’s a lot of subtle movement going on in these presets.
I hope it’s not a problem if I also repost them in the “HSM Mega Bezel Reflection Shader! - Feedback and Updates” and “Please show off what crt shaders can do!” threads.
Anyway, without further ado:
CyberLab Mega Bezel Death To Pixels Composite Sharp.slangp
#reference ":/shaders/shaders_slang/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__STD__GDV.slangp" g_cntrst = "0.500000" GDV_AFTERGLOW_THRESHOLD = "7.5" // BP = "16" glow = "-0.300000" SIZEH = "7.000000" SIGMA_H = "2.300000" halation = "0.000000" h_sharp = "3.000001" shadowMask = "6.000000" maskstr = "0.4" maskDark = "1.000000" GDV_DECONVERGENCE_ON = "1.000000" deconrr = "1.000000" deconrb = "-1.000000" deconrry = "1.000000" deconrby = "-1.000000" HSM_INTERLACE_TRIGGER_RES = "100.000000" HSM_FAKE_SCANLINE_RES = "216.000000" MDAPT_MODE = "2.00000" HSM_CURVATURE_MODE = "-1.000000" HSM_FAKE_SCANLINE_OPACITY = "60.000000" HSM_FAKE_SCANLINE_ROLL = "20.000000" HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "1600.000000" HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "0.000000" g_crtgamut = "1.000000" g_hue_degrees = "4.000000" HSM_SCALEFX_ON = "1.000000" SHARPEN_ON = "1.000000" SHARPEN = "0.250000" CONTR = "0.090000" g_sat = "0.050000" GTU_ON = "1.000000" compositeConnection = "1.000000" signalResolutionQ = "145.000000" deconsmooth = "1.000000" addnoised = "0.440000"
CyberLab Mega Bezel Death To Pixels Arcade Sharp.slangp
#reference ":/shaders/shaders_slang/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__STD__GDV.slangp" g_cntrst = "0.500000" GDV_AFTERGLOW_THRESHOLD = "7.5" // BP = "16" glow = "-0.300000" SIZEH = "7.000000" SIGMA_H = "2.300000" halation = "0.200000" h_sharp = "3.000001" shadowMask = "6.000000" maskstr = "0.4" maskDark = "1.000000" GDV_DECONVERGENCE_ON = "1.000000" deconrr = "1.000000" deconrb = "-1.000000" deconrry = "1.000000" deconrby = "-1.000000" HSM_INTERLACE_TRIGGER_RES = "100.000000" HSM_FAKE_SCANLINE_RES = "216.000000" MDAPT_MODE = "2.00000" HSM_SCALEFX_ON = "1.000000" HSM_CURVATURE_MODE = "-1.000000" HSM_FAKE_SCANLINE_OPACITY = "60.000000" HSM_FAKE_SCANLINE_ROLL = "20.000000" HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "1600.000000" HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "100.000000" g_hue_degrees = "4.000000" deconsmooth = "1.000000" addnoised = "0.440000"
Thanks again to all who made this possible!
Here are some examples from the latest updates to my presets.