I’ve noticed that it’s possible to get parts of the image brighter than is otherwise possible without clipping stuff.
My plasma TV hates this, though. lol.
I’ve noticed that it’s possible to get parts of the image brighter than is otherwise possible without clipping stuff.
My plasma TV hates this, though. lol.
We need to start a go-fund me for you, for real lol.
@Nesguy When you say you are using a custom AR of 1120 x 1494 do you have integer scale turn on or off in settings and what aspect ratio do you have it on in the settings? Do you have it set on “custom” or “config”? Also do you have a core overide with: custom_viewport_width = “1494” and custom_viewport_height = “1120” that you just manually type in the core overide config file?
The easiest thing to do is add these two lines to the core’s config file:
custom_viewport_width = "1494"
custom_viewport_height = "1120"
Aspect ratio should be set to “custom”
This only works if the game is 224 lines, if it’s 240 then use 1600x1200 or 1280x960.
Obviously, vertical arcade games need entirely different settings, also. I honestly think the best solution for vertical games is a rotatable TV/display mount. I’ve seen a few that allowed for 90 degree rotation that weren’t too expensive (less than $100).
I have the custom_viewports you posted in my core config file but it is not centered. It is over to the top left of the screen when I use “custom” aspect ratio in the settings with integer turned off. Thats why I was wondering if you had integer scale turned on or off in the settings?
Try integer on, aspect ratio custom for the universal settings
Latest latest latest settings. I need to get this convergence thing settled. Pretty happy with current bright boost settings, not sure about sharpness now that I’ve thrown convergence into the mix.
shaders = "9"
shader0 = "shaders_slang/misc/grade.slang"
filter_linear0 = "true"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "WhitePointPass"
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/crt/shaders/guest/afterglow.slang"
filter_linear1 = "true"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "AfterglowPass"
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/avg-lum.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "true"
alias2 = "AvgLumPass"
float_framebuffer2 = "true"
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/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/blur_horiz.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/blur_vert.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "GlowPass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/linearize_scanlines.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/crt-guest-dr-venom.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "1.000000"
scale_type_y7 = "viewport"
scale_y7 = "1.000000"
shader8 = "shaders_slang/misc/glass.slang"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
parameters = "g_gamma_in;g_signal_type;g_gamma_type;g_crtgamut;g_space_out;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;g_lum;g_cntrst;g_mid;wp_temperature;g_sat;g_vibr;g_satr;g_satg;g_satb;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;SW;AR;PR;AG;PG;AB;PB;sat;lsmooth;GAMMA_INPUT;TAPSH;GLOW_FALLOFF_H;TAPSV;GLOW_FALLOFF_V;TATE;IOS;OS;BLOOM;brightboost;brightboost1;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;h_sharp;s_sharp;csize;bsize;warpX;warpY;glow;shadowMask;masksize;vertmask;slotmask;slotwidth;double_slot;slotms;mcut;maskDark;maskLight;CGWG;gamma_out;spike;inter;interm;bloom;scans;g_csize;g_bsize;g_flicker;g_shaker;g_refltog;g_reflgrain;g_reflstr;g_fresnel;g_reflblur;gz;gx;gy;gzr;gzg;gzb;goxr;goyr;goxg;goyg;goxb;goyb;TO;PH;PER;ASAT;temperature;luma_preserve;wp_red;wp_green;wp_blue"
g_gamma_in = "2.500000"
g_signal_type = "0.000000"
g_gamma_type = "1.000000"
g_crtgamut = "2.000000"
g_space_out = "0.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_lum_fix = "0.000000"
g_vignette = "0.000000"
g_vstr = "40.000000"
g_vpower = "0.200000"
g_lum = "0.000000"
g_cntrst = "0.000000"
g_mid = "0.500000"
wp_temperature = "8004.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_satr = "0.000000"
g_satg = "0.000000"
g_satb = "0.000000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.000000"
LUT_Size1 = "16.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "64.000000"
LUT2_toggle = "0.000000"
SW = "1.000000"
AR = "0.070000"
PR = "0.050000"
AG = "0.070000"
PG = "0.050000"
AB = "0.070000"
PB = "0.050000"
sat = "0.100000"
lsmooth = "0.900000"
GAMMA_INPUT = "3.499999"
TAPSH = "4.000000"
GLOW_FALLOFF_H = "0.300000"
TAPSV = "4.000000"
GLOW_FALLOFF_V = "0.300000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
brightboost = "3.999998"
brightboost1 = "2.999998"
gsl = "2.000000"
scanline1 = "1.000000"
scanline2 = "23.000000"
beam_min = "2.500000"
beam_max = "1.000000"
beam_size = "0.000000"
h_sharp = "4.000000"
s_sharp = "0.000000"
csize = "0.000000"
bsize = "600.000000"
warpX = "0.000000"
warpY = "0.000000"
glow = "0.000000"
shadowMask = "2.000000"
masksize = "1.000000"
vertmask = "0.000000"
slotmask = "0.000000"
slotwidth = "2.000000"
double_slot = "1.000000"
slotms = "1.000000"
mcut = "0.250000"
maskDark = "0.500000"
maskLight = "1.500000"
CGWG = "0.000000"
gamma_out = "3.499999"
spike = "0.000000"
inter = "400.000000"
interm = "1.000000"
bloom = "0.000000"
scans = "1.000000"
g_csize = "0.000000"
g_bsize = "600.000000"
g_flicker = "0.000000"
g_shaker = "0.000000"
g_refltog = "1.000000"
g_reflgrain = "0.000000"
g_reflstr = "0.000000"
g_fresnel = "0.000000"
g_reflblur = "0.000000"
gz = "1.000000"
gx = "1.000000"
gy = "1.000000"
gzr = "1.000000"
gzg = "1.000000"
gzb = "1.000000"
goxr = "0.040000"
goyr = "-0.020000"
goxg = "0.000000"
goyg = "0.020000"
goxb = "-0.040000"
goyb = "-0.020000"
TO = "0.000000"
PH = "2.000000"
PER = "0.750000"
ASAT = "0.200000"
temperature = "6500.000000"
luma_preserve = "1.000000"
wp_red = "0.999999"
wp_green = "0.999999"
wp_blue = "0.999999"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3"
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"
So blue horizontal is back in the mix lol
I’m tired, lol.
Here’s what I’m going for :
red shift down
blue shift down
green shift up
red shift left
green shift left
blue shift right
I’m least sure about green shift left, I should probably remove that or make it less than red shift left (so -0.01). This also changes the amount of horizontal blur that should be used, still paying with that.
Ok I figured out that shift -0.01 doesn’t do anything when used with the other settings I’m using, so I removed green shift left -0.01.
I think it does give certain parts of the image a glowy appearance, but without looking as artificial IMO.
gz = "1.000000"
gx = "1.000000"
gy = "1.000000"
gzr = "1.000000"
gzg = "1.000000"
gzb = "1.000000"
goxr = "0.020000"
goyr = "-0.020000"
goxg = "0.000000"
goyg = "0.020000"
goxb = "-0.020000"
goyb = "-0.020000"
Tends to do it on yellows and highlights yeah, the glow thing lol.
Yeah, I think it can definitely be used to improve the image quality. Been throwing a few more games at it, the bloomy brightness might be a bit too intense. Maybe I need to up the mask strength a bit, IDK. I need to try lowering the color shift values because this is probably a bit extreme.
Take my advice more often XD
Yeah, it requires a bunch of fiddling to get dialed in tbh.
I’m just trying to reduce the deconvergence amount by a whole lot, now. Right now it’s (for example) 2 pixels green at the top and 2 pixels red/blue, I’d like to get that down to 1 pixel row if possible. 2 pixels is way too much, that’s the entire scanline gap.
This might be one of those things that works a lot better at a higher resolution. These shots are much more acceptable IMO.
I got newpixie working with my 4k screen and decided to add GTU and NTSC to be safe. The scrolling scanlines with reflection wiggles make the screen look alive or rather on the verge of death. It’s like an arcade cabinet on it’s last legs.
This is how I remember Mortal Kombat looking.
lol I was playing around with that shader today and thinking exactly the same thing. It’s like a monitor that’s about to crap itself.
Not how I want my games to look, but fun to play around with.
I have a xbox elite controller and the app reWASD, and I mapped the shader switching keys to the back switches of the controller. It’s like moving through time and space jumping between different shaders with decreasing quality.
You can beat Mame_hlsl to be pretty close to pixie but a crazy amount of parameters to wrestle with.
I was trying to do something similar. But ended up getting over working on it tbh.
Is there a setting to remove the blue glow in bright white objects? You can see it on this screenshot of Mario 1. The white text and flag have a bit of blue glow in them.
shaders = "10" shader0 = "shaders_slang/stock.slang" filter_linear0 = "false" 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/stock.slang" filter_linear1 = "true" wrap_mode1 = "clamp_to_border" mipmap_input1 = "false" alias1 = "" 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/misc/grade.slang" filter_linear2 = "true" wrap_mode2 = "clamp_to_border" mipmap_input2 = "false" alias2 = "WhitePointPass" 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/crtsim/composite.slang" filter_linear3 = "true" wrap_mode3 = "clamp_to_border" mipmap_input3 = "false" alias3 = "AfterglowPass" float_framebuffer3 = "false" 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/avg-lum.slang" filter_linear4 = "true" wrap_mode4 = "clamp_to_border" mipmap_input4 = "true" alias4 = "AvgLumPass" float_framebuffer4 = "true" srgb_framebuffer4 = "false" scale_type_x4 = "source" scale_x4 = "1.000000" scale_type_y4 = "source" scale_y4 = "1.000000" shader5 = "shaders_slang/crt/shaders/guest/linearize.slang" filter_linear5 = "true" wrap_mode5 = "clamp_to_border" mipmap_input5 = "false" alias5 = "LinearizePass" float_framebuffer5 = "true" srgb_framebuffer5 = "false" scale_type_x5 = "source" scale_x5 = "1.000000" scale_type_y5 = "source" scale_y5 = "1.000000" shader6 = "shaders_slang/crt/shaders/guest/blur_horiz.slang" filter_linear6 = "true" wrap_mode6 = "clamp_to_border" mipmap_input6 = "false" alias6 = "" float_framebuffer6 = "true" srgb_framebuffer6 = "false" scale_type_x6 = "source" scale_x6 = "1.000000" scale_type_y6 = "source" scale_y6 = "1.000000" shader7 = "shaders_slang/crt/shaders/guest/blur_vert.slang" filter_linear7 = "true" wrap_mode7 = "clamp_to_border" mipmap_input7 = "false" alias7 = "GlowPass" 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/linearize_scanlines.slang" filter_linear8 = "true" wrap_mode8 = "clamp_to_border" mipmap_input8 = "false" alias8 = "" float_framebuffer8 = "true" srgb_framebuffer8 = "false" scale_type_x8 = "source" scale_x8 = "1.000000" scale_type_y8 = "source" scale_y8 = "1.000000" shader9 = "shaders_slang/crt/shaders/guest/crt-guest-dr-venom.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" parameters = "g_gamma_in;g_signal_type;g_gamma_type;g_crtgamut;g_space_out;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;g_lum;g_cntrst;g_mid;wp_temperature;g_sat;g_vibr;g_satr;g_satg;g_satb;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;Tuning_Sharp;Tuning_Persistence_R;Tuning_Persistence_G;Tuning_Persistence_B;Tuning_Bleed;Tuning_Artifacts;NTSCLerp;NTSCArtifactScale;animate_artifacts;lsmooth;GAMMA_INPUT;TAPSH;GLOW_FALLOFF_H;TAPSV;GLOW_FALLOFF_V;TATE;IOS;OS;BLOOM;brightboost;brightboost1;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;h_sharp;s_sharp;csize;bsize;warpX;warpY;glow;shadowMask;masksize;vertmask;slotmask;slotwidth;double_slot;slotms;mcut;maskDark;maskLight;CGWG;gamma_out;spike;inter;interm;bloom;scans" g_gamma_in = "2.600000" g_signal_type = "0.000000" g_gamma_type = "0.000000" g_crtgamut = "1.000000" g_space_out = "0.000000" g_hue_degrees = "0.000000" g_I_SHIFT = "0.000000" g_Q_SHIFT = "0.000000" g_I_MUL = "1.000000" g_Q_MUL = "1.000000" g_lum_fix = "0.000000" g_vignette = "0.000000" g_vstr = "40.000000" g_vpower = "0.200000" g_lum = "0.000000" g_cntrst = "0.000000" g_mid = "1.000000" wp_temperature = "6504.000000" g_sat = "0.000000" g_vibr = "0.000000" g_satr = "0.000000" g_satg = "0.000000" g_satb = "0.000000" g_lift = "0.000000" blr = "0.000000" blg = "0.000000" blb = "0.000000" wlr = "1.000000" wlg = "1.000000" wlb = "1.000000" rg = "0.000000" rb = "0.000000" gr = "0.000000" gb = "0.000000" br = "0.000000" bg = "0.000000" LUT_Size1 = "32.000000" LUT1_toggle = "0.000000" LUT_Size2 = "32.000000" LUT2_toggle = "0.000000" Tuning_Sharp = "1.000000" Tuning_Persistence_R = "0.000000" Tuning_Persistence_G = "0.000000" Tuning_Persistence_B = "0.000000" Tuning_Bleed = "0.000000" Tuning_Artifacts = "1.000000" NTSCLerp = "0.000000" NTSCArtifactScale = "0.000000" animate_artifacts = "0.000000" lsmooth = "0.900000" GAMMA_INPUT = "2.400000" TAPSH = "1.000000" GLOW_FALLOFF_H = "0.000000" TAPSV = "1.000000" GLOW_FALLOFF_V = "0.000000" TATE = "0.000000" IOS = "0.000000" OS = "1.000000" BLOOM = "0.000000" brightboost = "1.000000" brightboost1 = "1.000000" gsl = "2.000000" scanline1 = "15.000000" scanline2 = "5.000000" beam_min = "1.300000" beam_max = "0.700000" beam_size = "0.000000" h_sharp = "6.000000" s_sharp = "0.400000" csize = "0.000000" bsize = "575.000000" warpX = "0.000000" warpY = "0.000000" glow = "0.020000" shadowMask = "-1.000000" masksize = "1.000000" vertmask = "-0.000000" slotmask = "0.000000" slotwidth = "2.000000" double_slot = "1.000000" slotms = "2.000000" mcut = "0.250000" maskDark = "0.200000" maskLight = "1.500000" CGWG = "1.000000" gamma_out = "2.400000" spike = "1.000000" inter = "400.000000" interm = "3.000000" bloom = "0.000000" scans = "1.000000" textures = "MaskTexture;NTSCArtifactSampler;shadowMaskSampler;SamplerLUT1;SamplerLUT2;SamplerLUT3" 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"