Issue with FBNEO when using shader CRT-GUEST-DR VENOM in TATE mode

Hello there is an issue wth FinalBurn NEO when i use shader CRT-GUEST-DR VENOM in TATE mode without integer scaler.

the result is unattended.

i tried with mame core and no issue.

I hope FBNEO will fixe this :slight_smile:

FBNeo is actually probably handling it the “correct” way insofar as it rotates the entire image plus shader, while MAME just rotates the image and the shader remains applied horizontally.

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FBNeo is handling rotation the right way for a libretro core, meaning it sends the display as a horizontal display and asks retroarch to rotate it using hardware capabilities. My understanding of your problem here is that there are inconsistencies depending on cores and video drivers :

  • some video drivers will apply shaders before rotating the display (i think that’s the case for “gl” video driver) which is really the right way to do this, since an arcade vertical display is just a 4:3 screen that was put sideway, some other video drivers (glcore, vulkan, maybe others ?) will rotate before applying the shaders which is not a good way to do this
  • some cores (like some of the MAME ones, but not all iirc) are rotating the display before sending it, which is not really the right way to do this for a libretro core, since you won’t benefit from hardware capabilities (making the transformation slower) among other things

Until those differences are leveraged, i would recommend using “gl” video driver with crt-guest-dr-venom.glslp when playing vertical games on FBNeo.

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Is it like this with flycast too?

I have a 1440p monitor mounted horizontally and when using GDV’s shader with vertical titles such as Psyvariar 2 even with integer scaling the mask is a complete mess and so are the scanlines. Even if I turn tate mode on in the shader it doesn’t make a difference. I was never able to figure this problem out.

I use Vulkan.

The shader rotation issue was never fixed for drivers that use slang, so glcore and vulkan.

I think this is in particular with when you let the core do the rotation, not so much the video rotation.

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Yes, flycast is handling rotation the same way, and Kronos too for the few vertical ST-V games, basically only MAME is directly sending the rotated display (and iirc some of the MAME cores like mame2003+ are also asking RA to handle the rotation)

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You’re right… everything is working good with GL drivers. (glslp)

is there anyway to fix for vulkan driver to use SLANG shader ?

I sent a PR : https://github.com/libretro/RetroArch/pull/11942

Not really confident since shaders and gfx apis aren’t my turf, but it’s currently reviewed

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the PR was merged, feedbacks are welcome

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So we should be able to use the Vulkan backend with slang shaders on rotated games with no issues now correct?

Yeah, it looks good now with the latest nightly RetroArch.

Yeah, both vulkan and glcore

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Yes it works.

Thank you very much

Works great guys, thanks!