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| How do you make an LCD image into a CRT image? |
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| BadMouth:
--- Quote from: Terr1 on July 15, 2013, 09:50:33 am ---So in MAME HLSL can be used.. What about other emulators like Nes/Snes? best solution is the hardware or are there similair software solutions? (Not to steal thread or Anything) --- End quote --- Not as comprehensive as HLSL in MAME, but..... Software: http://forum.arcadecontrols.com/index.php/topic,132366.0.html Hardware: http://forum.arcadecontrols.com/index.php/topic,129344.0.html Some emulators have a built in scanline effect option. |
| epetti:
Wow! Thanks for the settings and the background behind them all! Do you know if these hlsl settings are supported for both MAME and MESS? |
| RandyT:
It's great to see the use of things like HLSL in MAME. One thing I haven't seen mentioned in this thread is the pretty much required high native screen resolution to get the most benefit. In order to do a convincing shadow mask overlay, along with the simulation of CRT irregularities, there needs to be a place for those details which extend beyond the actual pixel information. This can be seen easily with just simple scaling, where if the size of the screen is not able to be evenly divided into the native resolution, some pixels become (badly) distorted. With a native resolution which is many times the size of the original pixels to be represented, these artifacts become much less noticeable. To accurately represent the glow, ringing, etc, extra data must be present in and around each of the "original" pixels. So again, the more space in which to work, the more accurately such things can be represented. Of course, manipulating more pixels to do these things will increase demands on GPU, CPU or both, so the system as a whole needs to be configured with these desires in mind. IMHO, basic LCD output with sharp corners on every pixel, is visually unappealing. The game graphics were never intended, nor expected, to be shown that way, as pixels which were designed to blend in order to improve the issues with low resolution displays, don't really work to that effect on an LCD. So anything which can improve this situation, even on less than optimal setups, can only be a good thing. |
| Diet_Pepsi:
This is great - just by scanning the config lines I am already seeing one or two things that I could be doing wrong. Can't wait to get home and put this to the test. Thanks for taking the time to post this! |
| epetti:
--- Quote from: RandyT on July 15, 2013, 02:04:15 pm ---It's great to see the use of things like HLSL in MAME. One thing I haven't seen mentioned in this thread is the pretty much required high native screen resolution to get the most benefit. --- End quote --- Very good point. I'm running at 800x600 for performance (games run much faster than if I have it at full res 1600x1200), and that's probably not sufficient for good scanline effects. Another point -- what is the correct behavior for vertical games? I'm guessing that if you have vertical games running on a horizontal monitor, you would want the scanlines to be rotated 90 degrees to mimic a CRT being rotated 90 degrees. But if you're rotating your monitor or just have a fixed vertical LCD in place, you want the scan lines to do what they would do, and run vertically just through natural game rotation (assuming the hlsl effects correctly rotate when you use MAME's rotate flags). |
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