Hires is a vague term indeed; i’d say an ideal square of at least 400x400px.
As per the recommendation, I’m not sure I’ve got it. What’s the question?
Hires is a vague term indeed; i’d say an ideal square of at least 400x400px.
As per the recommendation, I’m not sure I’ve got it. What’s the question?
So for mame core, use the standard presets for under 400x400 roms and these new hires ones for 400x400 and over roms?
Prefer the standard ones if your system can handle them, revert to new halfres presets when it struggles, by keeping in mind that halfres presets quality depends on the core resolution.
That’s the rule.
I think I’ll pick the suggested name of Presets_HiresCores_Fast and will update the dev repo later, today.
At the risk of not really understanding the big picture with RA and cores, I’d suggest swapping “cores” with “content” in the naming convention because if you’re a newb like me, you’d think it’s one-preset-fits-all for a core and that’s not always the case.
Lol, Agreed!
Indeed I just pushed just before reading your message.
I decided to go for Presets_HiresGames_Fast.
Also added a short readme.txt in that folder eaplaining as follows:
These presets match the upper folder’s options, but without internal upscaling.
This lowers GPU load and maintains similar quality,
assuming the game’s native resolution is sufficient.
Tried the new hires Monitor-Bloom preset on the 4200M Windows machine - FPS is solid at 60FPS on CSPRINT, but still getting major jitter. Again, not sure what I’m doing and maybe this piece isn’t relevant, but here’s what my flicker pass looks like in the stuff I hacked together yesterday, under which I don’t get any jitter:
shader1 = shaders-ng/flick_and_noise.slang
alias1 = "flick_and_noise_pass"
filter_linear1 = false
scale_type1 = source
scale_x1 = 1.0
scale_y1 = 1.0
wrap_mode1 = "mirrored_repeat"
That’s right, it is scaling at 1x, it resambles what has been pushed to the dev repo today.
How would I have been able to eliminate the jitter using the version I created…probably something defined in config-user.txt?
Maybe lower flicker power if I understood properly.
-edit-
Or just turn interlacing emulation off, set the following to 0.
Hi, is there any chance for a new handheld psp preset?
I think GBA one can be used for Psp as well, provided one swaps the background picture.
It is just a matter of finding a licensed realistic picture.
It was not just a matter of finding the picture
Indeed, I’ve faced several stoppers, finding the picture was easy, since there is a free CC licensed one in svg format from Tokyoship.
Btw Juiced 2 works:
Core set to 2x scaling: PSP.slangp
Core set to 2x scaling: PSP-Overlay-Night-Small.slangp
Core set to 1x scaling: PSP-Overlay-Night-Small.slangp
Core set to 2x scaling: PSP-Overlay-Night-Big.slangp
…is there some special recipe to make PSP Core to work reliably, I’m feeling like i’ve wasted time.
Hard to say. It seems that ppsspp core is compatible with upstream, although it has many bugs.
Certainly also requiring a good PC.
But never mind that. Your PSP presets look great as always!
My favorite is small. Great job, it certainly wasn’t wasted
Thanks, spent some time and learned the tools a little better. Even with interlacing totally off, I still got a couple weird rolling flickering lines in a 30hz game like Arch Rivals (on an old 1080p 60hz, non-VRR monitor w/ Vsync on). So I guess this is just an FYI that the 30hz hires games may sometimes need special treatment compared to 60hz hires. I went back to a tweaked set of Duglim’s N100 presets that avoid the couple flicker lines for the 30hz games, but I haven’t diff’d the presets to figure out the feature actually causing the rolling flicker.
It would be helpful to know, since I cannot reproduce myself!
Sorry, I must have gotten confused from the different versions I created. Setting Consider Hi-Res above… to 0 does work. In fact it’s the only thing that works for me…even if I set all the other interlacing options to 0, I still got that rolling flicker.
I noticed that when interlace emulation is enabled, the overral brightness is lower, so I’ve added another parameter named:
“Interlaced scanlines brighness push (less is more)”
it is here:
By lowering it from 1.0 to something around 0.9, the brightness is preserved here.
However, rethinking of it, it may be possible that the issue I’m trying to solve is not due to the shader itself, but to the slowness of the LCD panels to flip from close state to the open one.
So I’m asking to someone with a faster response display (OLED anyone?) to try the following:
Do you see lower brightness when setting “Consider HI-Resolution above # lines” to 1.0 on your OLED?
Since we’re here, if you notice lower brightness, does “Interlaced scanlines brighness push (less is more) = 0.9” help?
Thanks!
-edit-
Ok, I managed to find a way to try on an OLED and indeed no brightness reduction can be observed there.
I think I will take the parameter as is, set to 0,9 with a small note beside.
Also, I think there are cheap TN panels with bad colors but good response times, maybe they are unaffected too.
Currently exploring the possibility of adapting the scanline inflation concept widely as a generic “Warp glow” feature (it would be named that way because it is based on the Warpsharp concept). Thet way, it would not be tied to the scanlines and it could be applied to the X dimension too:
New wannabe:
Old:
New wannabe:
Old:
With a different preset that toes no input smoothing, the image is still round near high contrasted edges.
New wannabe:
Old:
However, this would cost about 2-3fps on my haswell@1080p.
-EDIT-
Since it works by shrinking dark zones near bright ones, it greatly helps fxaa to stay sharp:
Please go for it ! The Outrun example is clearly better.
The last 2 screens look indeed sharp. Nice work