Tested nvidia and intel and they works as expected, will take a while to test on amdโฆ
Ah, i changed the reflection code for other reasons just yesterday, maybe you didnโt tried and it fixed the issue?
Tested nvidia and intel and they works as expected, will take a while to test on amdโฆ
Ah, i changed the reflection code for other reasons just yesterday, maybe you didnโt tried and it fixed the issue?
Will d/l and take a look
UPDATE - the changes in the reflection code has fixed ps2 on amd (and possibly other emus that use glcore on amd).
Checked this finally - and OMG - the moiree in some of the presets is gone with that, wow! Whatโs the relevant parts to get rid of moiree? Or are they all in combination?
Before (with the ng-slotmask-bezel-bloom preset):
This preset - moiree is completely gone (bezel misaligned, doesnโt matter for this test):
Ah, good question, whatโs the preset?
Also, screenshots appear to be overcompressed, mask is gone.
So far I did not find out what makes the difference. Below is a very rough preset, starting with your magic code (only the bezel zooms adjusted), then my part for the artwork. The magic code part removes the moiree. I will try to find out step by stepโฆ
#reference โโฆ/โฆ/shaders/shaders_slang/bezel/koko-aio/koko-aio-ng.slangpโ
DO_CCORRECTION = โ1.000000โ
LUMINANCE = โ0.200000โ
GAMMA_OUT = โ0.500000โ
OFFSET_STRENGTH = โ0.500000โ
DO_IN_GLOW = โ1.000000โ
IN_GLOW_POWER = โ1.699999โ
IN_GLOW_GAMMA = โ2.000000โ
IN_GLOW_W = โ3.500000โ
IN_GLOW_H = โ7.000000โ
DO_PIXELGRID = โ1.000000โ
PIXELGRID_MIN_W = โ0.050000โ
PIXELGRID_MAX_W = โ0.800000โ
PIXELGRID_H_PRST = โ1.000000โ
PIXELGRID_MIN_H = โ0.250000โ
PIXELGRID_MAX_H = โ0.700000โ
PIXELGRID_Y_MASK = โ0.600000โ
PIXELGRID_Y_MASK_COORDS = โ0.000000โ
PIXELGRID_Y_MASK_HEIGHT = โ-2.000000โ
PIXELGRID_Y_MASK_ON_WHITE = โ0.100000โ
PIXELGRID_Y_MASK_SHIFT = โ0.230000โ
PIXELGRID_Y_MASK_STEEP = โ16.000000โ
DO_HALO = โ1.000000โ
HALO_POWER = โ0.430000โ
HALO_W = โ3.500000โ
HALO_H = โ3.500000โ
HALO_GAMMA = โ1.000000โ
HALO_VS_SCAN = โ0.250000โ
DO_BLOOM = โ1.000000โ
BLOOM_MIX = โ0.500000โ
BLOOM_GAMMA_OUT = โ0.999998โ
BLOOM_POWER = โ1.000000โ
DO_CURVATURE = โ1.000000โ
GEOM_WARP_X = โ0.480000โ
GEOM_WARP_Y = โ0.510000โ
GEOM_CORNER_SIZE = โ0.010000โ
GEOM_CORNER_SMOOTH = โ200.000000โ
DO_BEZEL = โ1.000000โ
BEZEL_INNER_ZOOM = โ-0.110000โ
BEZEL_FRAME_ZOOM = โ0.090000โ
AMBI_FALLOFF = โ0.400000โ
AMBI_POWER = โ1.000000โ
DO_DYNZOOM = โ0.000000โ
V_SIZE = โ2.500000โ
V_POWER = โ1.000000โ
S_POSITION = โ194.000000โ
ALT_BLANK_STRENGTH = โ0.000000โ
GLOBAL_OFFX = โ0.000500โ
GLOBAL_OFFY = โ-0.006500โ
DO_BG_IMAGE = โ1.000000โ
BG_IMAGE_OFFY = โ0.001000โ
BG_IMAGE_ROTATION = โ2.000000โ
BG_IMAGE_NIGHTIFY = โ0.400000โ
bg_under = โโฆ/โฆ/shaders/shaders_slang/bezel/koko-aio/textures/arcade_textures/astrof.pngโ
And this is the original preset with moiree:
#reference โโฆ/โฆ/shaders/shaders_slang/bezel/koko-aio/monitor-slotmask-bloom-bezel.slangpโ
DO_CCORRECTION = โ0.000000โ
LUMINANCE = โ0.100000โ
DO_BLOOM = โ0.000000โ
BEZEL_INNER_ZOOM = โ-0.110000โ
BEZEL_FRAME_ZOOM = โ0.090000โ
BEZEL_R = โ-0.220000โ
BEZEL_G = โ-0.220000โ
BEZEL_B = โ-0.220000โ
DO_BG_IMAGE = โ1.000000โ
BG_IMAGE_OFFY = โ0.001000โ
BG_IMAGE_ROTATION = โ2.000000โ
BG_IMAGE_NIGHTIFY = โ0.400000โ
DO_AMBILIGHT = โ0.000000โ
S_POWER = โ0.250000โ
GLOBAL_OFFX = โ0.000500โ
GLOBAL_OFFY = โ-0.006500โ
bg_under = โโฆ/โฆ/shaders/shaders_slang/bezel/koko-aio/textures/arcade_textures/astrof.pngโ
Yeah, I mean, whatโs the name of the preset you started from.
Ops, got it.
I deleted the global offx and offy settings and the image offx setting, as it reintroduced some moireeโฆ and the own bezel inner zoom and bezel frame zoom setting produce some decent moiree, but nothing as before โฆ so could it be that I have to tweak other settings if I change the bezel inner zoom and bezel frame zoom setting?
The smaller the image, the more the moiree, zooming out is expected to make things worse.
As a general rule, lowering the scanlines strength helps. This could be done via DO_PIXELGRID_H < 1. 0 (check config.inc for reference) or by allowing halo to cancel the mask and highering the halo strength (HALO_VS_SCAN >0).
Other parameters that are trickier to setup but may help or make things worse: PIXELGRID_MIN_H/MAX_H
This last one proved also to trick my eyes by making moiree less visible: PIXELGRID_OFFSET_CORE around 0.12-0.3
Lot of things.
ok, DO_PIXELGRID_ at 0.85 and HALO_VS_SCAN at 0.16 mitigates a lot, thatโs just fine now :-). Still a lot to learn, many thanks!
The preset RBG s the number 5. it gives BGR by repeating itself: RBGRBGRBGRBG
But if for whatever usecase you need it to start from B (eg, adding a gap and make BGRX), then you are free to draft your own mask by disabling presets (preset number 0) and then move the virtual r,g,b phosphor position inside the virtual triad slot space.
Is is explained in docs-ng.md text file:
Mask type preset:
You can have the shader generate a preconfigured mask for you:
1:gm 2:gmx 3:rgb 4:rgbx 5:rbg 6:rbgx
(GreenMagenta, GreenMagentaGap, RedGreenBlue, RedGreenBlueGap, RedBlueGreen, RedBlueGreenGap)
beware that due to limitations of the actual implementation, masks ending in "x"
works reliable when emulating slotmasks only at screen coordinates with multiplier = 1.0
...or with 0, you can draft your own by using the following knobs:
Phosphors+gap count (mask size):
How much phosphors or blank spaces the final mask will have.
R,G,B, Shift:
The position of every phosphor.
Example 1: Phosphors+gap count=4 and R=0 G=1 B=2
...will give you a mask with red,green,blue and a blank space.
Example 2: Phosphors+gap count=2 and R=1 G=0 B=1
...will give a mask with green + a mix of blue and red (magenta)
Example 3: Phosphors+gap count=3 and R=1 G=1 B=1
...will give a mask with a blank space, the neutral white color and another blank space
Example 4: Phosphors+gap count=1 and R=0 G=0 B=0
...like the previous one, but without any blank spaces.
Cell size multiplier allows you to zoom the mask, so that is will be easier to see whatโs going on as you shift the phosphors position
Many thanks again.
K
Taking a break from WIP presets and phosphorgrid, because Iโve had some ideas regarding selective ntsc artifacts blurring.
First is to revert the logic so that instead of pushing the blur power on artifacts, the shader now subtracts blur power from โunartifactedโ zones; this does not change the final result, but allow for a more straightforward workflow; you first blur everything ensuring that
"The Damn Waterfall โข ยฎ ยฉ"
Is well blended,
next , you tweak artifacts treshold and cancelling blur power.
The real improvement comes from the idea to cancel not only the common blur, but even the CVBS chroma bleed; this allows for (albeit less accurate emulation of the real thing), more sharp image:
All the ntsc related parameter have been moved to the artifacts sections.
Hi Kokoko3k, I really like what I see. I had been hoping for a long time to find an โNTSCโ effect that was not too strong but still effective and functional. We didnโt have this format, but still many products of the 8Bit and 16Bit era were meant for the American and Japanese market. So this idea of yours would allow us to get closer to this without however having an excessively strong effect for us Europeans. And furthermore, personally, I donโt look for accuracy, on the contrary I look for โimprovementโ solutions but with the feeling of the time. This solution of yours is fantastic for me. Thanks for your work.
Just for my curiosity: would this solution, with FXAA activated, make the image less sharp and more blurry?
FXAA is applied almost before everything and affects everything regardless of the NTSC artifacts, so this change does not affect FXAA at all.
Excellent, and the result is really beautiful. Thank you.
Hi there. I noticed bloom seems to have changed (lastest code as of this morning), and seems to have an issue with same games/res(?).
Can you check the opening on R-Type via Mame? You should be able to see the issue as the letters R-Type scale in from the side.
Update: The issue seems to be caused by the delta renderer - I have disabled it now.
Ok, good to know, but Iโm unable to reproduce. Can you post the preset where you notice the glitch? Maybe I understood, you notice the bloom lagging behind?
AMD Vulkan. Yes, itโs like an odd jittery ghosting effect, not like nornal Bloom.
I used tv-PAL-my-old.slangp as a base, and then modified it to these settings: