Cheers.Ok that looks legit. Almost all of them I've seen just look like shitty lines across the screen which makes absolutely no sense, but the screen you showed actually has the image being made up of those vertical rectangle things. I'll have to look into this one next time I emulate.
Bilinear is far better than nothing. It at least blends the pixels a bit (which is also what a low-res CRT would do). Raw pixels is just wrong IMO.more than 20 years with ZSNES, Snes9x .. bilinear filtering and thats all .. no interlace fx, CRT shaders etc.
How do you download/install/set up the CRT-Royale? Namely the Kurozumi preset?
You can use "glcore" in the drivers options if you prefer OpenGL over Vulkan (i think a few cores require it) and you can still use slangp with it.That might seem obvious but that folder was always empty for me because I was running OpenGL, the ".slangp" presets will only show up when you are using the Vulkan API
It was an accident, meant to react to another, but even if it wasn't, chill, making assumptions about people's jobs and experiences out of freaking forum reactions, wtf, lol.
Maybe what I really want is HD remaster of 240p games. Granted, scalefx isn't that.
Most of you want authenticity and CRT. I can respect that. But personally I don't care about accurate pixels, and that's just me.
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Just a generic 1080p monitor.Nah man, each to their own, I personally don't like this but you do you and more power to you.
What exact model screen are you playing these games on?
I feel like these scaleFX and HQ filters not only mangle the art, you also lose shading detail with them.Maybe what I really want is HD remaster of 240p games. Granted, scalefx isn't that.
Most of you want authenticity and CRT. I can respect that. But personally I don't care about accurate pixels, and that's just me.
isn't that the Japanese version of the same game ?Isn't the game in the OT called pocket fighter?
Edit: also, some of those screenshot look disgusting, yes there are no pixels anymore but the made up details make it look worse in my opinion.
They already use AI to improve pre-rendered backgrounds in many games.I tend to hate those upscaling filters, they never look right to me. But there's been a lot of progress with AI upscaling in the last few years and I wonder if something like that couldn't be trained on retro games to do a better job.
I'm going to assume shading, dithering, half-tone are all the same thing. If that is what you meant, then yes I agree with you. Dot patterns should be preserved or translated properly and scalefx is not doing it.I feel like these scaleFX and HQ filters not only mangle the art, you also lose shading detail with them.
blasphemousI was introduced to scalefx shader in retroarch (I know I'm late to the party) and my god it is a wonderful thing to look at. Some 240p games start feeling like legit 480p. I'm still learning how to use this shader, default settings are being used, so go easy on giving me shit about "your settings suck, it's blurry" or whatever.
This game is called Super Gem Fighter.
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What shaders are you people using? Show me your screenshots.
Yeah it's good with stuff like pre-rendered CG or hand painted backgrounds where it's already being downsampled and the AI is just kind of working that backwards.They already use AI to improve pre-rendered backgrounds in many games.
Not sure how AI would improve pixel art though.
Ok, interesting. Any examples of how it compares to a normal bilinear filter?When i started playing with shaders, i did not really like the look of these upscale shaders. Then i noticed, that i don't have a problem with the low resolution, but the aliasing caused by the limited amount of colors these old machines could display. I decided to write my own AA-shader, that doesn't increase the resolution, but reduces the amount off jaggies and also blends dithering patterns:
Picture without shaders:
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With AA-shader:
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And i think it looks really good with a CRT-shader on top:
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Here for example look at the roof of the building (left without AA-shader/ right with AA-shader):
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A bilinear filter increases the resolution by linear interpolation which results in a blurry image. My shader does not increase the resolution. It is searching for jaggies with a step size of up to 5 pixels and manipulates the pixels, so that there is a gradient transition just like with classic antialiasing. There are a bunch of different rules in the shader when it should be applied or shouldn't. It's not perfect, but imo there is more positive than negative to it.Ok, interesting. Any examples of how it compares to a normal bilinear filter?
So you are using a real CRT TV then? Because these games don't look how they originally were without shaders, if you use a modern panel.I think am old school and like the look of how they originally were ,shaders look ok though just don't do it for me
Am using a modern panel but still prefer the look without the shaders tbh, i have old school consoles to play them as well as the emulators and like i say my personal opinion is the original looks better to meSo you are using a real CRT TV then? Because these games don't look how they originally were without shaders, if you use a modern panel.
When you say the original looks you mean how the original console looks on a modern TV, not how "they originally were" like you said in your previous post. Because originally, these games were supposed to look correct on a CRT with scanlines and all.Am using a modern panel but still prefer the look without the shaders tbh, i have old school consoles to play them as well as the emulators and like i say my personal opinion is the original looks better to me
I still have a CRT. That's how games looked on a CRT.Scanline shaders are the worst, yet some "purists" think that's how games looked on a CRT... Maybe if you put your eyes 5cm from the TV otherwise not.
When you say the original looks you mean how the original console looks on a modern TV, not how "they originally were" like you said in your previous post. Because originally, these games were supposed to look correct on a CRT with scanlines and all.
I still have a CRT. That's how games looked on a CRT.
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One is a real CRT, the other is a CRT shader on a modern LCD.
Panel size doesn't change the fact.
It's an interesting solution but i feel like it smudges the graphics a bit. Also, that CRT shader on the "before" example looks way too sharp.
That's fine. I'm just pointing out that "untouched" doesn't mean it's how they originally looked. These games were not intended to be seen as raw pixels on a modern panel. A lot of people still prefer that and that's great. But it's not the original look (like you imply in your first post).Again its personal preference, i like them untouched in how they look
There's always a focus on sprite based games but what about 3D polygon based games from say fifth gen consoles?
It is better to play at native res and apply a CRT shader or just downsample the game with no shaders applied?
There's something odd when applying a CRT filter in a polygon based game... I am using a slang shader from the preset folder img border kurozomi and the scan lines don't look that good.
LCD/Plasma etc weren't widely available until my mid 20's. I was even still using a CRT during the first year of the Xbox 360.I have a legitimate question.
Did you guys use LCD, or CRT to play video games when you were teenagers ?
True. Thats a side effect of the low resolution. Every form of AA applied to low res images results in slightly blurry diagonal lines. And fine detail gets lost a little bit unless the game was designed with it in mind.It's an interesting solution but i feel like it smudges the graphics a bit.
Absolutly. It's an older version of a selfmade CRT shader on this image. But it's the same on both sides.Also, that CRT shader on the "before" example looks way too sharp.
It's an interesting solution but i feel like it smudges the graphics a bit. Also, that CRT shader on the "before" example looks way too sharp.
That's fine. I'm just pointing out that "untouched" doesn't mean it's how they originally looked. These games were not intended to be seen as raw pixels on a modern panel. A lot of people still prefer that and that's great. But it's not the original look (like you imply in your first post).
How far from the CRT? Also camera lens=\= human eye.When you say the original looks you mean how the original console looks on a modern TV, not how "they originally were" like you said in your previous post. Because originally, these games were supposed to look correct on a CRT with scanlines and all.
I still have a CRT. That's how games looked on a CRT.
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One is a real CRT, the other is a CRT shader on a modern LCD.
Panel size doesn't change the fact.
Obviously CRT TVs were smaller and the distance between us was usually larger.How far from the CRT? Also camera lens=\= human eye.
Surely if it looks so close up close then it also gives a similar effect when viewed from further away or in a smaller window (assuming enough resolution to render in this way).How far from the CRT? Also camera lens=\= human eye.
Plz go check and give your exact settings plox cos stuff like "scanline type lottes" mentioned earlier doesn't help when scanline type is chosen between 0-1-2 and crt mask (iirc, whatever) has 3-4-5 or whatever attributed as lottes etc.I prefer the Guest-venom preset with some adjustments
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I use some curvature, bloom for the bright pixels and a tiny bit of deconvergence to blend the colors a little and make it look more analog and less digital.
I prefer the Guest-venom preset with some adjustments
I use some curvature, bloom for the bright pixels and a tiny bit of deconvergence to blend the colors a little and make it look more analog and less digital.
I only use lottes (selection "3") when i'm playing arcade games because that's how an arcade monitor would look. Otherwise i'm just using the regular scanlines (selection "0" or "1")Plz go check and give your exact settings plox cos stuff like "scanline type lottes" mentioned earlier doesn't help when scanline type is chosen between 0-1-2 and crt mask (iirc, whatever) has 3-4-5 or whatever attributed as lottes etc.
That said I only have 1440p monitor so might not be enough to render all the details it's said to be possible in 4K so I might not see much difference from what I said I use in my first page post I guess.
I think the only time I ever used upscalers like in the op was messing around with some hq2x or whatever stuff in ancient GBA emulators, heh.