I’m using crt-hyllian-multipass.glslp with libretro-fbalpha and core-provided aspect ratio (DAR). I read that you should use integer scaling with CRT shaders, so I am.
This works quite well for games that use a horizontal 4:3 monitor, and games that have an exact 3:4 raster.
For example, DoDonPachi has a display aspect ratio and pixel aspect ratio of 3:4. It looks OK:
(Click on these images to view them at full size)
It has a bit of rainbow banding, though, which doesn’t seem to be visible in horizontal games, or with the pi-vertical shader.
19XX has a display aspect ratio of 3:4, but the pixel aspect ratio is longer. The game’s pixels are intended to be squashed when played on a CRT. When displayed with any CRT shader and integer scaling, the viewport is small, and the scanlines look odd:
- I’m better off using non-integer bilinear scaling and scanlines.glsl with the games that look bad, right?
- Does forcing RetroArch to display the game in its display aspect ratio invalidate integer scaling?
- Will the distortions go away if I use a higher resolution display?
- Is there a proper way to stack a shader like sharp-bilinear or pixellate with a CRT shader? Would this help?
- Am I doing something wrong?