@kanjieater As promised: AzMods.
Just for some more info, guest advanced downsampling on y-axis “always” does integer level resolution reduction in an integer value (greater than 0.0) is selected.
It’s fitting the situation almost every time, especially when a core supports internal resolution multiplying.
There are also possible values like “3.5”, a plausible option with some cores like N64, which operate at selected original resolutions (i.e. 800x600, 1024x768…) instead.
With the mentioned DOS game using “1.0” parameter value does a smart integer resolution divider, which favours certain scanline resolutions (based around 200-240). Specific scanline resolution isn’t forced, but specific integer divider instead.
If a game runs in 640x480, then downsampling to 240px is probably the only reasonable option. If vertical pixel information gets discarded in the process, then there are interpolation options for both x and y axsis, which add the flavour of quality downsampling.
Got a little time to play in the lab today, testing out new filtering, glow and both the new “Mitigate mask” settings:
Wanted to try cranking that “Mitigate Mask on edges” setting to the max and try to create something out of it, I see some potential there. If not then using it at 0.5 also brings good results.
Still doing some improvements. Can say with a degree of certainty that the new edge-mask setting does a really nice finishing touch on some presets:
Previously i wasn’t 100% happy with some edge transitions, now (with private test version) it’s much better in most cases.
Man, it’s getting better and better with these NTSC updates to look closer to the 80s and 90s
New Release Version (2025-02-28-r1):
Notable changes:
-
Mitigate Mask on Edges
functionality/parameter added (standard, ntsc, hd, fast versions). - New: “side effect” mitigation for the new functionality, is now nicer to include within presets.
- Edit: small improvement, grade black level parameter range increase.
- New:
Mitigate Mask on Edges
effect refinement. - New: Support for scanlines with internal resolution parameter range increase.
Download link:
https://mega.nz/file/JlRhBZKC#LEsJaoDuSuyL5G2GmADnxamoW1lZaR53YiUsm6ebr-w
Nice. Since the last update I been going back and forth trying out different looks using the Mitigate Mask Edge setting on both 1.00 and 0.5. They both give off its own look. I love how it looks at 1.00 but not sure if leaving it there will cause unwanted artifacts on edges.
I’ve been satisfied with my basic shaders for a bit and hadn’t been playing around with them for the last few days - but your new pack will make me revisit this. Thanks for sharing!!
Quick testing of the last update, it looks really nice, mask blacks now look more pronunciated I’ll keep testing, good work as always.
Playing with the newest update. Things are looking a bit different compared to my current presets.
Current preset:
What I’m working on now:
Toned down the glow a bit. Still tinkering.
The new look is imo quite well fitting a specific set of games like PCE or NES for example. Surfaces and details manifest on it’s own specific way. I think it’ll be a nice upgrade overall.
Thank you guest.r, I notice details popping out more in that shot as well. I probably won’t do too much more tinkering for the most part but I’ll see.
yeah I think the new look is better, thanks as always guest.r, I think that the only things that missing are setting internal resolution for ntsc pass (to make it fast and accurate with core upscaling) and reshade update to the uptodate CRT Guest Advanced shaders
I have already made some testings with this, but different implementations are possible. Currently NTSC resolution scaling is sortoff a thing, but it also affects filtering strength. Good reminder nevertheless.
Edit: after some testing it’s a fact that texel fetch width in 2nd pass has to be increased too or strong non-regular artifacts are happening.
Here is a quick info on how ntsc internal resolution scaling translates to game internal resolution:
- with 2x use 0.50
- with 3x use 0.33
- with 4x use 0.25
- with 5x use 0.20
With ntsc internal resolution scaling current implementation it’s also ensured that internal game resolution increases remain consistent (PSX games…).
Do you have something more graphically complex to showcase the changes? I like the original, less block-y version but the less glow is good. However, this is only part of the showcase because nes style graphics look different than 90’s style arcade or snes style graphics.
There is almost no banding from the color gradient in the background sunset. Very nice. Can’t speak for the darkness because I don’t have a bright screen.
Sure here’s a arcade comparison. Here’s my current rgb preset:
What I’m working on:
Playing around with composite now as well.
Current preset:
What I’m working on:
Best part about lowering the glow is seeing shaded details better like the shade in Ryu’s white gi and the shade on Hulk’s skin. Also gonna try to sharpen composite up a bit more, probably the biggest challenge is it’s definitely doable but depending on the methods used can introduce unwanted artifacts so I’m just trying to find the best balance or just go with the next best solution.
My real problem lately is simply time. Caught up in a whole bunch of other craziness at the moment but will still try and squeeze in a few minutes or so to tweak cause it’s my hobby.
I’m sorry but those are simply unbelievable improvements. Looking quite forward to the next release!
Thank you I appreciate it, I’m hoping the next release will be a special one. Everything I’m trying to put together seems to be falling into place. I’m wondering how I should tackle the rf presets next and how I should change things up a bit there. Ill see when I get there soon I guess.
You’ll only get the full brightness if you view it full screen. You might have to download first or right-click then open in a new tab. If you’re using less than 4K resolution, you can zoom in until it looks good.