Why do we need adjust brightness? I was actually just using bloom for that. If I remove the scanlines from my settings, the image is supposed to be unbearable to look at. The scanlines are what brought the brightness back to normal while still maintaining some bloom xD I was asking because that setting wasn’t in the original thats all.
It would be cool if retroarch let you view the game screen in the menu as a smaller box like that gpsp psp emulator.
I also used vibrance in the sweetfx portion of reshade that helped the colors stay fresh when the scanlines/bloom were on:
////------------//
///VIBRANCE///
//------------////
#define USE_VIBRANCE 1 //[Shared] //-Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
//>Vibrance settings<\
#define Vibrance 0.50 //[-1.00:1.00] //-Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(1.00,1.00,1.00) //[-10.00:10.00] //-A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others. X = Red, Y = Green, Z = Blue
try to port that and I think I can get closer afterward.
There are also 2 scalefx color threshes in the menu.
And is the GaussBloomWarmth automatically set to neutral here? And the slant gaussian and gaussian passes = 5?
If I set brightness greater than 0.35, detail is lost. So the pic above is as close as I can get it currently.