One SNES Game which does not work with Shaders

Hi everyone,

I tried now some cores (snes9x and bsnes). But there is one game which deactives all post processing shaders as soon as you open the menu. It’s Seiken Densetsu 3 for the SNES. As soon as the ring system or textbox is opened the all shaders are deactivated. Even the original emulators have the issue with their integrated filters (bilinear, 2xsai, xbrz).

Does anybody know why?

the horizontal resolution doubles to high-res mode when you open menus but that shouldn’t disable anything. It will make some effects look bad, though, like CRT phosphor effects.

Well it seems like a buffer effect, because the text is still filtered and scaled. But I thought that due to the grpahics pipeline the picture can only be filtered/scaled as a whole. Means the end result gets filtered, which is not the case in this game.

Filter

Changed Filter

But maybe it is really due to high res mode. Do you think it is possible to disable the high res mode in core options (would be a new feature). So also issues like kirby’s dreamland 3 dithering would be solved.

No, but what you can do is add a first shader pass using the stock.cg shader with an absolute x-scale of 256

Thanks I will try that. :slight_smile:

Tried it but it does not solve the issue. I changed stock shader x0 to absolute with 256 But still the game changes the res during text boxes or the ring menu.

Like this?

shader0 = shaders_cg/stock.cg
scale_type_x0 = absolute
scale_x0 = 256
filter_linear0 = true

This works for me, at the cost of making the text look like crap.

Hmm, I play Seiken Densetsu 3 on Bsnes-mercury on Windows and also on Android with Snes9x-2010, both with CRT shaders and I have no issue at all with shaders.