no, the Mame arcade one but i 've got a fast answer from @Duimon
Tks anyway @Digitech
That’s amazing work, Duimon! Looks authentic.
Thank you! (I think you’re referring to the Pokemon mini.)
In many ways the more obscure stuff is the most important to me, it brings this collection closer to completely inclusive, which is my goal.
Yes I was. Great work!
I am struggling with making pixels (actual output emulator picture) sharp for DrVenom version of the shaders. So far I have found these:
[Sharpness] Horizontal Sharpness and [Sharpness] Subtractive Sharpness
However, there seems to be something else.
Could you guys please hint me what if there are some other parameters to make pixels as sharp as possible?P.S. I use this as a starting point: hsm__MEGABEZEL__3__SIMPLE__GUEST-DrVENOM
This is a good question, guest-dr-venom is a shader which mimics a crt, so smoothing is an expected result.
One thing we could do is a sort of fake resolution upscaling, I’ll test this out soon, but what I think would work is to increase the [CORE RES SAMPLING] parameters to a high number, perhaps 4 or more.
Now you can play your favorite Playstation games on the 5" PSone LCD!
Still a WIP, I need to find some better sources. (The colors differ from one to the other. ) I am pretty happy with it though.
Also, there is a pesky LCD Grid bug that produces weird screen artifacts. (@HyperspaceMadness is adding it to his mile long TODO list. )
When the new shader is released, this one will be set up like a handheld and will be scalable.
Now that’s what I call “filling gaps”, looking great. I believe you already checked the Evan Amos professional pictures? https://commons.m.wikimedia.org/wiki/User:Evan-Amos/VOGM/PSone
Nope. Just what I needed. Thanks!
I did some work on this using the new reference images.
The colors are more accurate now. It’s not as white as the original because I found it distracting.
BTW. I have been unhappy with the textures i have been using for walls behind my graphics. (When they need them.)
How does everyone feel about me introducing high resolution raster images as backgrounds into my mission statement?
Hi, thank you for the quick reply.
Unfortunately no luck for me.
Tried to play with those parameters, the scanlines gen more distinguished but overall picture sharpness did not get better.
Fantastic Job!
A+++, even the improvements make it worthwhile! The PSOne sucked compared to the “FAT” Models (just like every PlayStation “Slim” Line), but that screen was ingenious (especially for us kids who’ve only had “One TV” in the house)
While I’m here, I’d like to post a link to a bunch of High Quality Phillips CRT TV Renders I posted a while back (but never saw used):
While using images as content doesn’t fit into my mission statement. I’m sure other members of the community will be glad to have them for their projects. Very nice!
I am planning on doing a series of vintage TVs down the road a ways. If you run across a favorite vintage, please post a pic.
I would really appreciate more vintage TVs done by you!
Here’s an idea of what I can do with a high quality seamless texture as a background.
It does increase the file size quite a bit. I’ll have to play around and see if the format of the imported image improves it.
I know this isn’t the scope of this thread nor Retroarch’s really, at least it wasn’t in the beginning, but overlays became its own thing for years now, people like you and so many others that deal with shaders and overlays. It would be really nice to evolve this aspect in Retroarch, giving artists more tools and freedom to create layered overlays, like the background for your last overlay, it would be really nice to be able to switch it on the fly, so the user would decide what fits better, much like shaders that can be switched back and forth. Seeing that overlays were specifically meant for touch devices, it’s amazing how it’s being used for graphical overlays for years, if this became more user friendly, not needing to “fit” the video to the borders, etc,etc, that would be a dream.
This is well within the scope of this thread.
I am doing these first and foremost for HSMs shader, although I do RA standard overlay versions for most.
Since we are using the shader, after the next shader update, all graphics that do not fill the screen themselves, (And require a background.) will have the background separated from the rest of the graphic using layers. If you scroll up to the Vectrex shot you will see that I have a custom background in most and the shader default Carbon Fiber in another.
This will also enable the user to scale the foreground independent of the background if they choose, using the parameters dialog.
For the graphic, all that needs to be done is a simple manual edit to the preset file.
Sometime in the future, (Fingers crossed.) @HyperspaceMadness may succeed in letting us browse for graphics from the shader parameters dialog.
So… wish granted.
The next version of the shader will have many layers that can be ordered any way the user wants, with multiple blending modes, and scaling references.
There is the…
- Background layer
- Generated Frame & Bezel layer
- Reflection layer
- Glass layer
- LED layer
- Graphic Bezel Image layer
- Decal layer
- Top Image Extra layer
And… probably one I am missing.
edit: There is also the CRT layer. This can be ordered also. With it come the Gel image (Dual pass for adding a multiplied and/or additive image to the screen) and the Tube Reflection image.
Finally we have the Night Image layer, which stays on top but may or may not affect the Top Extra layer, as the user chooses.
Yeah I’m definitely going to try to do this, we’ll see if the gods of the RetroArch UI smile upon me because doing ui in retroarch takes some wading into the dark arts.
And yes as @Duimon mentioned, there are more layers coming!
No pressure my friend. You have given us so much already, your name will go down in history.