Great job. For me, this seems like one of the last bits of the puzzle now solved - to recreate what the devs exploited using an analog chain, witthout making too many sacrifices in the process.
Eh, i’d like this statement to be true.
Unfortunately per game tweaks may still needed, but at least the basal result should be now a bit higher
Looks pretty good here with the other tweaks i’ve made.
Mask stagger is a bit misaligned for screen zoomed masks; it seems to happen in the middle of the triad (worse, in the middle of the phosphor), will check it out today.
-OK- fixed that, even if nobody noticed
This returns every there and then, hopefully this will finally fix it.
Spot the difference!
Don’t be shy then
1080p output on a 4k OLED (in PC mode):
EDIT - wrong one posted, now corrected.
Have you recently made any changes to/or could impact tate mode?
Not that i can remember, do ypu have problems? It could be helpful to know when they started, but i will check if here is all right.
-EDIT- Confirmed, works good here in auto mode with mame 2003 plus, or whatever with forced mode.
Maybe in the last day or so - forced tate mode throws out the vertical scanlines. You should be able to spot it.
Is it possible that you’re confusing vertical mask at core level for scanlines? They would look very similar.
yes, it could be that. Also, could you check the current version of mame (0.251)?
definitely not tated, you can see by phosphors, will check mame 0.251
Have you already tried to switch from/to vulkan?
Yeah, also use Vulkan when I can.
mame 0.251, working fine in forced or even auto mode:
Odd…on amd vulkan? Using the latest repo code?
Hello @kokoko3k, and hello everyone. I think I found the ultimate configuration by going through the “Monitor-ScreenLevel-HmaskWide-Corelevel-Slotmask” preset. Here are some images that you can see through links taken from the arcade version of “Marvel Super Heroes”. I think that just a little more brightness is missing, if you have any advice or shortcuts for me please let me know, as well as your feedback. Compared to the reference preset, I activated the FXAA and the CBVS, the latter had the strength modification at the value of 0.30. The rest is unchanged from the author’s settings.
Premise: I’m looking for smoothing the image with a retro style. Unfortunately the FXAA, although very good and light, does not guarantee the results of a ScaleFX, which on the contrary is extremely expensive. Playing with the blurs I managed to get a style very close to what I’m looking for, except for some small details. The koko-aio Shaders allow you to have great results with minimal effort, and this is a miracle for those who currently do not have very powerful machines, for those who want to run them on lighter hardware, and in any case as a fantastic alternative to complement the others. Thanks always to Kokoko3k for his invaluable work.
It seems already bright to me, trying to squeeze more is going to ruin the mask, and since you’re using an *oled screen with your smartphone, increasing its brightness is the way to go (blacks stay black and power consumption will not be affected).
Better late than never,
other than the dumb deconvergence obtained by just offsetting the whole texture channels around, now you can offset single phosphors too, this is how it happen in the real thing:
Main difference over the previous method is that the ideal scanlines gap will be now filled by the phosphors you stagger, and indeed the new settings live in the scanlines section, because have no meaning outside of it, here you can see a cloesup of having staggered the red phosphor down alot:
Keep in mind that for more accurate result, you should use the old deconvergence setting so that it matches vertically the phosphors one, it is not mandatory tho.