PSP Shader?

So what will be the best shader to use for the PSP core when its released? As i dont think the current handheld shader will give an authentic look for the PSP screen?

Does the PSP have that distinct of a look? I would have thought any LCD would look about the same…? I’ve never owned one, though, so…

Um, won’t shaders be a no go for RA on the psp? Seeing as how weak the psp’s hardware is, I doubt it could use any shader and play at a playable frame rate for any core. After all, no existing emulator for the psp has shader/filter (that I know of) functions, and even without them, plenty emulators still struggle to play without any artifacts (screen tearing) or run at full speed (without the aid of frame skip).

Also, as for the psp’s LCD screen, I wouldn’t really call it distinct or anything. It’s nothing special on phat, and slim models. The screen on the psp go has the best (in terms of quality, color reproduction, etc) screen among other psp models. It is smaller, but it does pack a higher ppi (making the picure look much more crisp), offers two way to display color (just like the psp 3000 slim models), and doesn’t have any of the screen artifacts that affected the slim models (ghosting on the 2000 and interlacing artifacts on the 3000). It’s a good LCD screen as handhelds go; bright, crisp, and vivid (when in wide mode for color settings).

He means shaders for the PPSSPP core not for the PSP port

Ah, I see, I see; oops. Lol

Well then, the LCD screen on the psp is def not distinct in any way, and I don’t see why a shader would be needed to try and mimic a handheld that uses a LCD screen (particularly with more recent handhelds like the ds, psp, 3ds, etc).

I’ve seen close up shots of DS and it looks like the dot.cg shader. Maybe even the 3DS too, you could use that. Or maybe you can do what I do, ppsspp is a good emu so you can increase internal resolution and play as it was a PS2/PS3 game.

But two posts up, you said

All of those statements are distinctive facts about different versions of the PSP screen. Ghosting, interlacing, and color gamut are all things that a shader can simulate (although they’re all obviously limited by the constraints of the output display). By displaying test images/animations and possibly using a colorimeter, a shader author could target a shader to simulate each of the different versions of PSP screens, just as has been done for the Game Boy.

But two posts up, you said

All of those statements are distinctive facts about different versions of the PSP screen. Ghosting, interlacing, and color gamut are all things that a shader can simulate (although they’re all obviously limited by the constraints of the output display). By displaying test images/animations and possibly using a colorimeter, a shader author could target a shader to simulate each of the different versions of PSP screens, just as has been done for the Game Boy.[/quote]

So are you telling me that you would want to try to create and actually use a shader that tries to emulate the defects of the LCD panels that were used in psp 3000 and previous models? As if trying to emulate the defects of a bad LCD screen is a good thing or that it somehow adds to the authenticity of playing psp games in an emulator… …the ghosting and interlacing defects that were present in the panels used on the psp slims don’t add authenticity (of playing psp games), if anything, they take away from the experience and enjoyment. Some people may not have even noticed such screen defects due to them mainly being noticeable while playing fast paced games (such as fighters, action games, etc). Regardless, if such defects were a good thing or added some kind of benefit to psp gaming, then Sony wouldn’t have ever bothered replacing the LCD panels with improved versions in the psp go or psp e1000 (psp street). The psp screen is a backlit TFT LCD screen, and as LCD panels go, I wouldn’t call it unique or distinct. I was merely stating the differences in the quality of panels used in each psp revision. The psp screen in no way can be compared to the screens of older game boys, a Neogeo pocket, CRT monitors, etc in terms of uniqueness. It’s just your typical LCD panel, and honestly not an ‘amazing’ (def not comparable to the ones on your smartphones or tablets) one at that. A LCD monitor with defects (whether it be ghosting, interlacing artifacts, etc) doesn’t make it a unique or distinct monitor, it actually makes it a bad monitor; and not something you’d want to be emulating or even actually want out of another LCD monitor. When it comes to LCD monitors, I would think that the consensus is that you want a panel that is bright, has good or accurate color accuracy, has a fast response time, low display lag, and free from any defects. That way, you can enjoy your content (games, videos, ect) as faithful as it’s creator intended.

As for the option in choosing between two color ranges that the psp 3000 and Go featured, ppsspp already has a handful of filters to choose from; choosing ‘natural colors’ will provide a nice effect which is similar to the ‘wide’ color range that the 3000 and Go offers you in settings.

Yes. For the sake of authenticity, I think it’s worth trying to accurately simulate the characteristics of a handheld system’s screen, just as emulator authors strive to accurately reproduce things like sprite limits on an NES and the dithering used by a PSX. I wouldn’t go so far as to create a custom shader for each model of the PSP, but I think it would be worthwhile to create a generic RGB LCD shader such that appropriate parameters could be found to simulate each of the models.

Alright, I see your point. It is great what emulators and shaders can offer us, not just in terms of accuracy, but also the possibility to even go beyond and do more than what was possible on the original hardware. A psp shader to try to emulate the color range of both modes of the psp is a great idea, especially when people are using ppsspp on a multitude of different hardware, each with different screen panel tech. It would def be nice for those who are playing through amoled panels and who’d want colors more akin to the original hardware. The non slim playstation vita (which uses an amoled display) offers this feature when playing psp games. In some psp games, it is nice having that pop in colors that amoled provides, though for some games, the extended color range is too much and take away from it; at least in my opinion.

Anyways, this rgb LCD shader you speak of, is this something you have interest in doing or a future project you have in the plans? Also, what are your thoughts on shaders that mimic older monitors (like analog and CRT), but happen in real time (not just a static overlay); what would it take to make this work?