Repo was already updated. You can use the ntsc-adaptive with that params.
BTW, new release: hspack-24-01-27-r2
- Updated rainbow params for more sane values;
- Now presets point to ntsc folder again.
Repo was already updated. You can use the ntsc-adaptive with that params.
BTW, new release: hspack-24-01-27-r2
New release: hspack-24-01-30-r2
EDIT: I had to tone down sharpness a bit. It fixes some artifacts.
Screens from composite-sharp and/or composite-sharp-rainbow-effect:
Here’s a simple-composite shader I made for potato systems.
It’s equivalent to Tv Mode (CVBS) in Kega Fusion. It’s a very simple shader and you can tweak some parameters like blend level, for example.
Append any crt shaders and you get a good composite quality. Not so perfect as the ntsc shaders, though.
And here’s a lighter version of ntsc-adaptive using only 15-taps (instead 33) for 2-phase games: ntsc-adaptive-lite
It’s basically identical to ntsc-adaptive, but faster on 2-phase games and halves the number of lookup textures. Maybe it can run well on potato systems too.
Other than that, I have normalized all coefficients for luma and chroma 2 and 3 phases.
New release: hspack - 24-02-07-r1
What’s new:
As I’m obsessed to get a sharp composite configuration, I’ve managed to get something really good using sinc in four taps. The two sinc composite included presets don’t use the ntsc shaders, they use their own filtering and get the sharpest composite I’ve ever seen.
Screens from crt-hyllian-sinc-composite-genesis preset:
New release: hspack-24-02-13-r1
Still focusing the work on crt-hyllian-sinc and variants…
What’s new:
New release: hspack-24-02-18-r1
Ntsc-adaptive-lite updated with code to mitigate checkerboard interaction when rainbow effect is active. Should fix problems like Streets of Rage 2 yellow lights when Rainbow Effect is activated;
It fix a Chroma Scale bug that appear when using a value above 3.0 and Rainbow Effect is active.
Is there any plans for adding a “scanline cutoff” option? I mean automatically removing scanline gaps if the content’s vertical resolution reach a minimum value.
I know scanline cutoff when a maximum vertical resolution is reached and then the scanlines are turned off. Is it what you mean? Anyway, I think it’s the same thing only seen from another perspective.
It wouldn’t be hard to implement, but how often you need such feature? Can you give an use case where it’s necessary?
Yes, yes. Just like that. What’s important is the limit value, beyond that value, there won’t be gaps anymore.
Usecase would be any game with a 448/480 vertical resolution. More common in 5th and 6th gens. Those games are usually interlaced and weren’t made to show scanline gaps. If you want a quick way to notice that, play any Dreamcast game and notice the white splash screen. Any shader which doesn’t automatically remove scanlines will have quite a few black lines all over the place. Whereas some shaders smartly detect the “higher” resolution content, like guest, easymode, and even gdv-mini or zfast-crt-composite (the last two have it hardcoded).
Things get even more complicated when a game switch resolutions multiple times during gameplay, like in some Saturn and PlayStation titles, making it impractical to manually adjust scanlines, unless the shader does so automatically.
Ok, I get it. It’ll be available in the next release.
EDIT:
New release: hspack-24-02-19-r1
New release: hspack-24-02-20-r1
Smooth false positive in action disguising stray pixels among correct ones, making a final sharp and organic image:
Sharpened composite looks so damn sexy. I’m happy to see other people besides me strive for such a look. I’ll give this pack a spin soon thank you for continuing to work on sgenpt-mix.
Edit: @Hyllian so I tried it out and I gotta say that’s a sharp image you got there in that preset looks amazing. One thing I noticed though is this weird vertical transparent looking line that’s almost in the middle of the screen, you can see it in Sonic’s eye:
To be sure I tested another game, you can also see it on the woman character:
Thanks for the feedback, I really appreciate!
As for the screen, that’s a very odd resolution you’re running. I couldn’t reproduce that line here, though. I tried using custom aspect ratio and stretching the screen on any directions, even using that resolution and nothing happened, which makes me think if it’s a driver issue or something. Did you change any parameter? Does it happen using integer resolutions too? What’s your gpu (I think someone commented about some GPUs behaving different using the same shaders)?
Do you know why this might happen? The blue lines on the edges is what I am referring to. This is hspack-24-02-20-r1 and “1080p\aperture-grille\crt-royale\crt-royale.slangp” default with geometry - mode modified. This problem was noticed today and previously, as of a couple weeks ago, was not present.
Oh, looks like I made a mistake changing wrap_mode in these presets.
Here’s the fix: hspack-24-02-21-r1
Didn’t change a thing, I just loaded it up and started gaming with it. I tried it out on the ol Shield TV I think that uses the Tegra x1 gpu.
Looks like a driver issue. Well, I couldn’t reproduce on my laptop using glcore or vulkan.
Strange. Well that’s the only thing I noticed at least, it’s still sexy looking
Could you try that on a note or PC and see if it happen?