Yeah, I thought it was an interesting idea, then the more I tried it out the more I liked it!
Let me know if you find any cores that don’t use the right aspect ratio.
Yeah, I thought it was an interesting idea, then the more I tried it out the more I liked it!
Let me know if you find any cores that don’t use the right aspect ratio.
Ok, thanks for pointing this out. To clarify I think you are saying that the scanlines are disappearing over the bright areas?
I did make a change on the fake scanlines that fades out the scanline effect when it’s bright, like in a bright sky, but I think it’s falling down here. I think I’ll put in a parameter to control this to adjust how much the scanlines fade out on bright areas.
EDIT: Could you post a core res image of this example with GPU Screenshot OFF? This will help me test
The Mega Bezel Shader is updated to V 2020-06-07
Changes:
Here’s some screenshots
Vagrant Story at 4X internal res with fake scanlines
Vagrant Story at 4X internal res with adjusted sampling res vertically to get real 240p scanlines
Here’s what the core res sampling setting looks like for this result
I added in debug info about the sampling res in the debug text
Core Res Sampling changed on Y axis
Nice result and cool quick update! That core res sampling trick is genius! Can I assume this will work on N64?
BTW…
@HyperspaceMadness I am counting 23 updates since 2020-03-09. Impressive work!
Thanks, it’s a fun thing to work on,
Yup, this will work for the N64 preset as well .
EDIT: Since in the N64 preset the last scalefx pass increases the initial resolution to 3x.The core sampling res multiple is set to 2, so that it samples the scalefx pass at 2x the core res, so something like 640x480.
The added scan-lines look better. I noticed in your screen shots they don’t follow the curvature. Look at the HP and MP bar for example. Sorry to be that person that keeps noticing the small things as this is my favorite retroarch shader. (I’m also cool with not having curvature with fake scan lines as they are nice bonus already.)
Hi, it’s no problem pointing this out, I’m glad you like the shader . The fake scanlines have actually never had curvature, this is primarily to avoid moire artifacts.
I think I actually tried it with curvature when I was implementing it and got horrible moire. I can try it out again to see if there’s any way around it.
I have a question regarding Masks : I have a 2560x1440 monitor, should I use a 1080p or a 4K mask for better quality ?
The mask size is a bit of a taste thing. The mask size 2 (4k) is really just scaling the mask up by 2.
For your situation I would suggest trying mask size 2(4k), if it looks too coarse, then you want mask size 1(2k).
Thanks. I kinda like the mask 2 with HSM_Bezel_CRT_SM shader ; I’m trying to make it look as close as Royale, without the ugly uneven scanlines I get with Royale.
Wow, I found the solution to my “ugly scanlines” problem with CRT-Royale ! It was actually the “Black level” option ; setting it to a negative value makes those ugly greenish lines appear ; setting it to “0” completely solves the problem !
Ah! Thanks for pointing this out, I’ll do something to address this, even if it’s just setting black level to 0 on Royale.
Could you post a screenshot of the strange green scanlines you mentioned, so I can know what you are seeing?
Unfortunately, I still have a problem of Retroarch not taking screenshots (it says it does, but the file is nowhere), and I tried to take a picture with my phone but it does not appear on the photo…
I wonder how can I get fine scanline on mame? What shade are you using? Thank you
The Mega Bezel Shader has a number of different presets, some of them with different crt shaders.
There are presets for Guest-venom, Guest -SM, Easymode and Royale
Comparing HSM_Bezel_CRT_Royale with default CRT_Royale, I feel like bloom is stronger in the HSM shader, even at the same bloom value (but I’m kind of nitpicking on this one).
I’ll check this out, I’m not sure why this would happen as I don’t think I am adjusting any of the bloom passes…