Hey, that noise looks so much better, i might even use it
Can’t wait to test this
Hey, that noise looks so much better, i might even use it
Can’t wait to test this
Actually oops, that wasn’t on purpose…
What does everyone think? What would you prefer as the default, integer scale or non-integer scale?
Non integer because integer cuts a lot of the screen space. Thankfully, guest-venom scanlines look evenly distributed even with non-integer.
Hmmm, “horizontal sharpness” doesn’t seem to do anything… It’s always the same sharpness.
I don’t think it is a big deal either way as long as users are presented with the information ahead of time.
As for integer scaling cutting off too much screen space, you can use the integer scale offset option or Int scale border min height % as Hyper suggested. I find the latter works well enough.
I have a few questions about this version of the shader. It seems a few of options don’t do anything. “image bezel opacity”, “image bezel brightness” don’t seem to affect anything as i change them. Do i have to enable something else maybe?
I also can’t find how to make the scanlines appear in dark scenes like i could in the older version of the shader.
Truly beautiful! Took some tweaking with your parameters but all the needed settings were there. The rounded corners on the outside of the bezel got rid of the weird shadow artifact and the slowdown is no longer noticeable. Awesome work!!!
That red bezel looks really nice. I suspect it’d look even nicer in a Famicom-themed border
That is a very nice modification!
These affect the image which appears behind the frame/bezel, so if you increase the value of “adjust image bezel brightness” it makes the image brighter, and if you adjust the opacity it will fade out. Although since the crt pass background is black it will just fade to black, if this bezel image had semi-transparent screen reflection or dirt its opacity would be affected.
This is in the first section after the scaling parameters, its called black level.
Yes, I agree with you, I’m thinking to keep it as non-integer scale by default which will provide a consistent screen size. And then the user can turn on integer scaling if they wish.
The new bezel reflection noise looks pretty great.
The new features are awesome additions as well.
Would you mind sharing your config? It looks lovely.
Well. It’s not as straightforward with the shader… you have to manually change the horizontal image path to point to your art. First I had to take a screenshot of the game running with the shader, pull it into Photoshop and set guides to create a template, and create/modify the art. (in this case I modified an OrionsAngel Bezel) Once that was done I made a copy of the shader slangp and edited the image path. Then I ran the emulator and made some tweaks and saved a preset. At this point you have two choices.
run the core and specify the shader with the --set-shader switch
run the core and rom, load the shader and save either a game or a core preset.
So I could share the image and modified slangp but you would have to edit it and set the image path to wherever you put the image.
Oh my. That is so cool! I’m doing something similar, it seems the new to load overlays is through the shader now:
Sorry to jump off topic, but do you know the actual cap for amount of pragma parameters?
Because I actually took the time to count out my current setup. I’m at 63 settings… (Honestly I thought it was about 20 lower then that, but you know, then I actually counted them out, lol .)
I’m not sure, I’ll count the params in the GTU version as it’s maxed at the moment.
EDIT: I just checked and the max is 128
A new version of the shader is up,
Updates:
Can i use my preset of the last version with this one?
Damn, every time i am happy with my results a new version comes up
Edit: It fails loading the shaders now.