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
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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).
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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 âbasalâ 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 âimmersiveâ 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.
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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 âautoâ parameter that adapt the grid steepness to the viewport size to mitigate glitches.