Using those masks on a phone is a bold move! Any chance you have a pair of decent second hand eyes to give away?
hahahaha and yet I found them beautiful, even if it’s actually true, on my 24 inch it’s a different story. However, everything was born as a benchmark, and the lightness of your work continues to leave me surprised every time I see it. With other shaders I am unable to play PSX on my current phone.
A question: do you think your “Monitor FXAA” preset is also suitable for emulating Computer Amiga or MS-Dos? I would also like to dedicate myself and emulate these machines.
The question arises from the fact that I discovered that PC monitors use a sort of double scan line on Dos contents, although it may not be useful given that your presets use FXAA which in itself smoothes out the image.
I emulate Amiga without issues, it is a bit higher in gpu use because uae core defaults to double the X resolution, but you can rever that in the core settings.
Ms-Dos, on the other side uses 31Khz monitors; as I remember there were no visible scanlines and the image was damn sharp and blocky, so if you want to recreate that look, then a simple rgb-mask without scanlines nor fxaa, nor any smooth is the way to go.
Got it, thanks so much for your advice!
I wanted to ask if there is a way to use the Generic-Handheld-RGB shader without integer scaling. When I turn integer scaling off in the shader settings it will make a weird pattern on the mask.
Hi there, hard to tell without a screen, but My Crystall ball ™ suggests that you have to play with:
(horizontal mask)
phosphors width min/max and min-max gamma
and/or
(scanlines)
phosphors height min/max and min->max gamma
I forgot the picture😅 but it was ‘phosphors width min/max’. Now it looks correct. Thank you
I’m unable to get the artifacts:
can you tell me how to reproduce, so that i can tune the preset to survive non integer scaling?
10x!
Strange on screenshots it’s not that visible. You can see it much better in motion in scenes like this.
At the start of Lady Sia I can see it clearly on that wall if I move right or left
I’ve seen this preset a few post earlier. Will you release this one? It looks really good.
Monitor-FXAA-sharp-Aperturegrille.slangp
Thanks, will check it out.
About the preset, if i’m not wrong there were some moire problems, so i did the (core)slotmask variant that tricks the eye and mitigates it.
Will give it a look.
-edit-
There you go, had to lower the overmask strength, it attracts moire patterns like honey for bees.
Monitor-FXAA_sharp-aperturegrille.slangp
(Un)fortunately, i cannot spot it; what settings exactly fixes it on your side?
If I put ‘phosphors+gap’ count to 3 it makes it much less visible. But it changes thr mask a little.
That’s because the vertical gap is halved.
What if you just switch from Mask type preset = 0 to 4 or 6?
At last, release 1.0-NG is up on github and submitted to be included in official update channel.
Changelog is quite big this time:
Main changes from 4.1
-
Low level phosphor-grid which superseedes scanlines, vertical and horizontal mask. provides more features and is much more flexible by allowing to emulate common masks and freely draft new ones.
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Add a new overmask preset to increase the whole visible mask (at the price of moire patterns on lower resolution).
-
Add a new Spark look punch to increase the vertical mask effect.
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Allow to vertically stagger single phosphors to better emulate y-deconvercence.
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Allow to change vertical and horizontal mask gamma.
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Spot is now painted over the whole tube when using bezels and not just on the game content.
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Improved reflection look.
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Workaround for Flycast + Nvidia + Glcore + Ambient light not playing well (that was tough).
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Ambient light scene changes are not instantaneous.
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Selective NTSC artifacts blurring: inverted logic/workflow.
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Switched to my own curvature function.
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Luminosity tied zoom now has an hardcoded range.
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Add an option to show “basal” unexcited phosphors grid.
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Allow to use negative blurring parameters to switch from gaussian to box + (eventually) unsharp mask.
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Input gain is not tied to glow feature anymore, moved to color correction section.
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Prevent bloom from color shifting high tones due to color temperature.
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Allow to pre-attenuate gain levels before applying halo. That way it does not change whan changing gain and may help in avoiding cascading effects when drafting presets.
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Overhauled nightify function.
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Allow to widen the ambient light effect without pushing led power
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Allow to set virtual led position.
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New ambient light “immersive” preset.
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Now ambient light bezel and/or background image colorization can use two blend modes, multiply and add (see foggy parametter)
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New active (not used because prone to change) parameter to clear dot masks betweeb scanlines (dedot).
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Ambient light does not depend on color/brightness corrections anymore, set it (once) and forget.
-
Debanding is now applied on green component only.
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Ported all old preset to new code.
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Made new presets to show different masks possibilities.
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Experimental delta render to save on battery powered devices which only render zones of the screen that has been changed Statically disabled.
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Allow to set minimum lines to detect interlaced content by runtime parameter.
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Add overlay-powered handhelds presets for: Gamegear,Gameboy Advance, Gameboy mono and Gameboy mono pocket.
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More colorful Ambient lights.
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Dot Matrix strength has now an “auto” parameter that adapt the grid steepness to the viewport size to mitigate glitches.
I found mask type 2 works the best. In most games I’m not seeing it only when there is a solid color and higher contrast but with mask 2 it looks like fine and the mask still looks the same to me. Thank you
Nice. Looking forward to trying out the new goodies. Been using the slotmask bloom version a lot lately
Spectacular work, I’m especially loving your NG TV presets, they’re perfect. Thank you with all my heart !
“Hello, great job! However, I have a problem. Before, I could put games like 1941 in vertical mode, but now I can’t do it anymore. I forced the TATE, but I can’t get the vertical mode. I checked MAME’s options, I tried with the ‘libertro’ option and the ‘internal’ option, but it didn’t work either.”