No, it’s really optional, it will cause the mask to get bigger if the tube gets sufficiently large. It’s off by default, so the mask matches the size of pixels on the display
I’m pretty sure I’m not confusing them. I guess I need to post some screenshots or video clips of me actually increasing and decreasing the parameters in order to better illustrate what I’m experiencing.
I know that the max value is 15 for Guest Advanced Horizontal Filtering and by default it seems to be set at 15 as well, however I was able to get it even sharper using a setting of between 1.10 and 1.20 which is much closer to how I’d like it to look.
If I go down to 1 and below things begin to look really strange unlike anything I would have normally seen in the Shader. I think this also happens in V1.7.0 (I think) using the NTSC Filtering settings but that’s another story.
I’m also aware that the NTSC Horizontal Filter settings seem Sharpest at 1.0 but it’s default is actually 1.50 while it’s maximum range is a bit higher than that at 8.00. I’ll post it after I check it but at the highest value available in the Shader parameters it actually looks a bit blurry. So 1.40 is actually sharper than 1.50, 1.30 is sharper than 1.40 and so on until 1.00. I found this strange at first but I just adapted. This is how it worked in v1.7.0 for me. So far it doesn’t seem to be functioning (in any of the later shader versions) as it used to (for me). I’m not really seeing any changes on screen when I change the values.
So be on the lookout for some proper, more detailed reports on these possible issues. At least I’ve been able to get the sharpness sharper but the way I got there seems like there’s something amiss.
I held off on this just due to time constraints and just in case it was something in my preset that was contributing to it, (even though it shouldn’t be if everything is working correctly and was working correctly using the same preset with previous versions of the shader).
That’s why I asked if you could double check on your side in the interim.
If you want to know if anything is correct or not then you should compare the STD_GDV-NTSC preset to guest’s NTSC preset, keeping in mind that the horizontal filtering settings on guest’s NTSC preset correspond to the NTSC horizontal filtering parameters in the STD_GDV-NTSC preset.
Updated my RetroArch build. Tried loading some of the shaders I was able to before and getting crashes. Not posting for immediate resolution, just a heads up to the team. Appreciate the continued work/support
Hello, can anyone help me solve my problem? When I try to emulate SNES and apply these very cool shaders, my image is very badly distorted as you can see on screenshot. (look at my ball, it’s not even rounded, LOL). I’d rather like to see picture without this deformation. Is there a way to do this?
Hello HyperspaceMadness and to all the community. I needed some help please: to improve the performance of the DREZ presets you mentioned in the package update, for performance reasons, I need to remove or disable the reflection on the screen, which parameters should I adjust? Thank you very much for helping.
If you are using the ntsc variant you should not use the horizontal sharpness stuff in the regular guest settings and instead use the parameters in ‘[ NTSC FILTERING OPTIONS ]:’
And if you want to point out something which is incorrect the only thing to measure against is the Guest.R’s standalone Guest Advanced NTSC.
To do this you need to start fresh with a base STD preset with no other changes except in the [ NTSC FILTERING OPTIONS ]: and compare to the same changes in the standalone guest ntsc. You will also need set the aspect ratio to full and turn off curvature in the STD preset to have the image scaled the same so a direct comparison can be made.
Looks like a similar issue as before where it is initializing at a very high resolution which is overloading the GPU memory. I’m not sure why more people aren’t running into this. You could try bsnes HD beta, it seems to not initialize at as high a resolution
You can turn the reflection off but I’m not sure it would result in better performance, because the passes would still be there. There aren’t any “NO-REFLECT” DREZ presets.
Are you using the ADV or the STD versions? The STD will get better performance.
Yeah I agree, turning it off in the parameters will not be as big a performance improvement as having a no reflect preset, I should probably make additional STD DREZ presets for the other variants (no reflect, glass, screen only) and probably add it for potato if it’s not there
It would be great for those like me who still don’t have enough performing hardware. That would be a wonderful thing. If you could in the future I would be even more grateful. And anyway, thanks again for your work.
Those aren’t too much trouble, I just wish there was a way to control the resolution programmatically.
Maybe there would be a way to have a feature in the retroarch shaders system to override the resolution of the first pass, but still be driven from within the shader preset…