That overlay is gorgeous!
It probably is (vertical is more important than horizontal for crt shaders), but if your game change res dynamically, I can’t assure integer scaling. I can assure the frame window will always be the same size.
That overlay is gorgeous!
It probably is (vertical is more important than horizontal for crt shaders), but if your game change res dynamically, I can’t assure integer scaling. I can assure the frame window will always be the same size.
Yeah that’s fine I think, does not have to be all the time IS, but probably, in the case of famicom/nes, there wont be so many cases of resolution changes, I guess…
Integer scaling + curvature? You’d need to bend the real panel
ahah!
yeah, you are right, but trying to keep the scanlines as even as possible will help a little with limiting side effects I think…
also, duimon’s overlays fits just right with 224 (x4)!
What are the recommended specifications for the background texture in terms of window/viewport size and location so that it easily lines up with the existing default presets?
Is there any advantage to the cutout being coloured, a void or alpha-transparency?
I notice that .jpgs are being used instead of .pngs so I guess this means transparency isn’t used at all?
If you use the reflections preset, for now, you need the frame spot on your background to be frontal and isometric, which means a rectangle (or slightly curved), not rotated.
If you don’t use the reflections, you can use some slightly bended background. Like this one I just got on Internet:
Then, I renamed the BORDER inside the main uborder.slangp preset to point to this one and RA presented this:
In some 5 minutes, using the user params for frame and curvature, I’ve got this:
Obviously, it’s just for fun and to show you how you can bend the screen to fit some space.
If you plan to make something for gaming, you should increase the game frame to use most of the available 4:3 space in your screen. I think you can use the examples by Duimon and Orionsangel as your ideal backgorund organization.
Ok. Both of them are supported. You can put the frame in front of the background so that you can use a tiny jpg or you can put the frame behind the background and use a transparent png. The last is more believable, though harder to make and you need a bigger file. The former is easier, because you don’t need to tweak alpha and you get small files. Though the result is less believable.
I’m not saying the moiré is caused by the crt shader alone. It’s caused by the whole thing combined. Sony Megatron uses strong masks (it’s compared to other masks at strength = 1.0), which is very strong. Besides that, my screenshot was too small to fit strong masks.
I agree. I’ve now realized that I wasn’t seeing what I thought I was seeing. I originally zoomed in an viewed on my phone and the phosphors appeared like a Slot Mask pattern and seemed like they were skewed.
I just downloaded the image and zoomed in on my PC and it’s clearly a Shadow (Dot) Mask being used, therefore the anomalies are not in line with what I originally thought they were.
I’ve deleted the irrelevant post to keep things sanitary.
Not yet, I intend to improve it. It was the last feature I got working, so it’s still in its infancy. I recommend using low reflection strength of up to 0.25 to give the illusion of accuracy. (you have to keep in mind that this shader is still kind of a showy potato megabezel. )
For now there’s a small trick to “bend” the reflection bars: as they are transparent to the game frame, you can push the reflection bar to overlap the frame a bit so that the reflection bar appear to curve behind the frame. Then use the ‘reflection X and Y distance’ user params to adjust where the reflection start inside the reflection bars. On well done backgrounds as yours, it’s easy to do that.
I’ve seen other shader solutions is to create their own bezel to better control reflection spots. Looks like I’ve taken the hard path.
I made a new preset pack based on this awesome piece of work. Feel free to check it out here:
I just fixed those nasty moiré lines. Looks like I forgot to change something when porting. Now it still has moiré, though much less strong.
In addition, I ported crt-aperture to be compatible with uborder. Content_shaders_pack updated.
I look forward to seeing it grow. In the meantime I may create a set of no-curvature presets using my overlays.
Got some crt shaders workin:
crt-guest-advanced:
Next content version only later today.
Wow! Seems like you’re on a roll!
Game changing! (no pun intended)
Ok, updated content_shaders_pack with all those crt shaders converted.
Load the base_presets if you wanna test one by one using M and N keys.
Redundant controls, like curvature, still work in the original crt shaders (i didn’t cut any code) but you should give preference for geom’s curvature.
Hard to keep up with you!
can’t wait to toy around with the new converted shaders!
here some screens with crt nobody with few prepended shaders and overlays by Duimon:
Don’t worry, I’ll take a break this weekend. I’m a bit tired and need some rest. So I let you with new toys to play.
Hi Hyllian, I just wanna say thanks for this shader. It runs smoothly even on my old Android phone:
I still need to tweak it more, but it’s already way better than the usual black screen
Nice! This feedback is important, because I didn’t test on mobiles. From your shots, you’re applying over gba games. Do you think some handheld shaders would benefit from using these borders?