You can try different things like Increasing Downsample Blur, Decreasing Horizontal Sharpness, Turning On Scale FX, playing with the core sampling resolution and more.
Or you can just use presets like these:
You can try different things like Increasing Downsample Blur, Decreasing Horizontal Sharpness, Turning On Scale FX, playing with the core sampling resolution and more.
Or you can just use presets like these:
@Cyber or anyone for that matter…since you are familiar with the new pixie shader, do you have integer scale on while using it or you leave it off…generally I always use integer scale on with my shaders but I read somewhere (and correct me if I’m wrong) that newpixie makes some sort of auto-scaling, is it true?
For the record my screen is 1600*900 and I use 5x width with 4x height. Thanks!
Integer scaling is primarily an issue for scanlines. Newpixie doesn’t include any special sauce that fixes this, it just rolls the scanlines so the unevenness from fractional scaling isn’t as obvious.
I’m not really familiar with the new pixie shader but instead the new pixie clone shader preset that was made by @HyperspaceMadness. I use HSM Mega Bezel Reflection Shader exclusively now and in order to use that you must set integer scale to off and aspect ratio to either Full or the aspect ratio of your screen. HSM Mega Bezel Reflection Shader takes care of the scaling and aspect ratio automatically.
If you’re using Higan or BSNES, the resolution setting in the core options can influence how your final image quality looks in terms of sharpness and softness. You can try switching between 256 x 224 or 512 x 224 and see what happens.
Also things like the billinear filtering setting and blur emulation can affect that as well. There are many settings which can affect softness.
Can you post your shader preset settings?
This applies to Guest-DrVenom and HSM Mega Bezel Reflection Shader but it might help:
It also handles Integer scaling. You can have it off, on just the Short axis, or Both axes.
The new pixie clone uses fake scanlines that have no curvature so integer scaling isn’t needed. It also has an Integer Scale scanlines option. (Though I think this is to make the scanlines fit the pixels like they should.)
That’s right, the integer scale scanlines divides up the scanlines so that they are a multiple of the pixels available.
Another @guest.r shader update, another shader preset tweak. The new rolling scanlines feature is a welcome touch and I wasted no time making use of it. I kept it subtle though:
shaders = "10"
shader0 = "shaders_slang/crt/shaders/crtsim/composite.slang"
filter_linear0 = "true"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/misc/grade.slang"
filter_linear1 = "true"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "PrePass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/crt/shaders/guest/advanced/avg-lum.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "true"
alias2 = "AvgLumPass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/guest/advanced/linearize.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "LinearizePass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "absolute"
scale_x4 = "800"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "GlowPass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "absolute"
scale_x5 = "800"
scale_type_y5 = "absolute"
scale_y5 = "600"
shader6 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "800"
scale_type_y6 = "absolute"
scale_y6 = "600"
shader7 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "BloomPass"
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "viewport"
scale_x8 = "1.000000"
scale_type_y8 = "viewport"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/advanced/deconvergence.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "viewport"
scale_x9 = "1.000000"
scale_type_y9 = "viewport"
scale_y9 = "1.000000"
NTSCArtifactScale = "0.000000"
wp_temperature = "8004.000000"
interm = "5.000000"
bloom = "0.900000"
halation = "0.400000"
gsl = "-1.000000"
rolling_scan = "-0.100000"
h_sharp = "3.000002"
s_sharp = "0.200000"
BLOOM = "1.000000"
csize = "0.030000"
barspeed = "200.000000"
barintensity = "0.010000"
warpX = "0.040000"
warpY = "0.050000"
c_shape = "0.600000"
shadowMask = "8.000000"
maskstr = "1.000000"
slotmask = "0.500000"
slotmask1 = "0.850000"
slotwidth = "3.000000"
double_slot = "2.000000"
deconrr = "0.750000"
deconrb = "-0.750000"
deconrry = "1.500000"
deconrby = "-1.500000"
decons = "-2.000002"
addnoised = "-0.300000"
textures = "MaskTexture;NTSCArtifactSampler;shadowMaskSampler;SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
MaskTexture = "shaders_slang/crt/shaders/mame_hlsl/resources/aperture-grille.png"
MaskTexture_wrap_mode = "clamp_to_border"
MaskTexture_mipmap = "false"
NTSCArtifactSampler = "shaders_slang/crt/shaders/crtsim/artifacts.png"
NTSCArtifactSampler_linear = "true"
NTSCArtifactSampler_wrap_mode = "clamp_to_border"
NTSCArtifactSampler_mipmap = "false"
shadowMaskSampler = "shaders_slang/crt/shaders/crtsim/mask.png"
shadowMaskSampler_linear = "true"
shadowMaskSampler_wrap_mode = "clamp_to_border"
shadowMaskSampler_mipmap = "false"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron1.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron2.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/lut/other1.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/lut/custom_lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
Easy, this filter with the effect of the crystal distortion, and perfect.
Thank you I’m glad you like it, @guest.r likes my preset as well and I always appreciate that. I think this preset is the best concoction I’ve came up with yet since I started posting in this thread months ago. That slot mask is so sexy and gives off the right gritty look I’m going for. I like my preset so much I might try and ask @hunterk if he can get it up upstreamed to the presets folder for all to easily grab, maybe call it something like “crt-guest-dr-venom-advanced-slotmask-grade” or something lol
Maybe add something about the rolling scanlines into the name?
Let’s think of a name together lol. “crt-guest-dr-venom-adavanced-composite-grade-rollingscanlines-special”? Kinda long I know lol
Crt-guest-adv-ntsc-sonkun-special.
Screw having a super detailed description, just add your name
Ikik, I was the one that brought up adding it to the name, then I realized that idea was kinda ridiculous lol.
Well there we go we have a candidate for a name lol
I saved your original preset (the one with a bit over-saturated colors) a while ago and named it “80’s TV game magazine”. It looks like the game photos from those magazines.
I don’t know if it’s an nvidia thing, but on my laptop with GTX 1060 even if i don’t use integer scaling, scanlines look perfectly fine as you can see from the dosbox screenshots i uploaded. Same thing on my desktop with GTX 1070.
In my experience the Guest shader suffers less than any other shader. (Some magic happening there.)
What can be done to make scanlines look better without integer scaling on a 1366x768 resolution? Screenshots don’t show how it looks in motion (bad).
nothing, unfortunately. There simply aren’t enough pixels to make it look decent.