Please show off what crt shaders can do!

It’s possible that the aspect is reacting weirdly because the whole viewport has been rotated, and now to the shader x and y values have been swapped.

This is why in the Mega Bezel that I get the user to turn that stuff off so that the viewport can never get swapped like that.

It’s possible that for this shader and fbneo that having a rotate parameter for the game image may be a good way to go.

I should also mention that this problem will not happen on any recent Mame versions because it does not use the viewport rotation feature and rotates the image in the core before it is sent to retroarch (this is actually “incorrect” based on the retroarch spec, but is ok for a lot of people)

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I’m no expert in correct aspect ratios, though, MAME worked fine and the manual numerator and denominator works only with the horizontal axis, so I got the games looking more or less as they should, but it’s not possible to manually set both height and width, so it’s a bit limited, though some games will be displayed in a very small screen if integer scale is set to on, like the screenshots below: It’s working fine in MAME and you were right about the FBNEO core behaving differently. The last screenshot shows the game with ‘integer scale’ OFF.

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Right, the way it works is: the vertical size is controlled by fullscreen or integer and overscale on/off. So, stretch-to-fit, highest integer without going over or highest integer without going over plus 1. Then, the aspect numerator and denominator work from that height. 4:3 or 21:9 or whatever.

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So you can basically either snap the whole screen top to bottom or use integer and manually set the correct aspect, I tried Mercs with integer ON and the screen is really small, but I don’t care turning integer off most of the time.

Updated my presets. Feedback welcome!

NTSC

RGB

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Some cores are automatically rotating the image but not swapping the viewport height/width, or vice versa, and it’s all just a bit of a mess because there is no standardized way of dealing with this. At least, that was the case the last time I messed with this. I was involved in a lengthy debate with some devs on github over the “proper” way to display vertical games. IMO, anything done to the image should be within the user’s control and not done automatically. Vertical games should be displayed sideways by default and there should be exactly one user option for rotating the image. Unfortunately I didn’t get anywhere with this argument, because “most people don’t want to rotate their displays,” or something. I gave up.

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Hey @Nesguy, good you see you here again!

I had some conversations about this as well with similar info.

A future solution which could be somewhat better that I got partway through but have yet to pick back up and finish, is for Retroarch to communicate the rotation status to the shader, (what the core wants and how retroarch has responded), then the shader can react accordingly, by rotating the image in the shader, or do other things when x&y are swapped.

Once we have this then we could turn off allow core rotation and the shader could still know that the image is supposed to be rotated.

It would definitely help with the Mega Bezel though, as I could get it to automatically rotate when a vertical game on FBNeo is loaded.

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Looks like it can’t find this shader: “NTSC analog overshoot.slang”

I’m using the latest guest on repo.

@hunterk

has this shader been added to the repo?

NTSC analog overshoot.slang

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I don’t think it ever was added, no. If it’s useful, though, it certainly could be.

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3 posts were split to a new topic: Sonkun’s crt-guest-advanced-ntsc Slot Mask presets

is there some other source to get NTSC analog overshoot.slang shader please ?

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I just added it to the repo, so it’ll make it to the online updater sometime soon. It’s just a bare shader pass in the ntsc/shaders directory currently.

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Has the rest of Astherix’s shader been converted? I’m curious to see how it compares.

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I’ve been working on it but not had a lot of success. It kinda works but not as good as the shadertoy version, and it doesn’t pass the NTSC test ROM.

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These look amazing! Can you please share the settings of the preset?

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This is a zip file with everything needed,keep in mind that it’s gonna replace files from your default folder. (Lazy to rename passes and folders :grin:). I absolutely don’t know how it looks on 1080p,I reverted some modifications to default for compatibility,I hope it works.

Link-----> https://filebin.net/5ccq5t7u3z3j2m1j

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So I tested them out but it didn’t work yet. Could you please release the blur-gauss-v.slang and the blur-gauss-h.slang files? Thanks!

Also did you make any changes to the files in the shaders_slang fodler or are they just the latest version?