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Slightly OT: Interesting MAME statistics. |
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Cakemeister:
Does the MAME shader code support the vector monitor effect? That's the only reason I would upgrade. A lot of my favorite games are vectors. |
B2K24:
--- Quote from: Howard_Casto on November 12, 2015, 02:56:26 am ---So your solution is to severely limit our options by giving us a choice of a whopping 2 front-ends, one of which is so graphically busy that half the community hates it with a furious passion. That's about as dumb a suggestion as using mameui or using the command line. Again, mame should be able to print a useable, filterable, game list by itself. It was one thing when mame just did arcade games and the game count was fairly small but now mame is so huge it takes it 1-2 minutes just to print the frikkin xml file! --- End quote --- You're already limiting your own options, so please continue on with your scripts and filtering. What's next? Individual batch files? Good luck with that. |
B2K24:
--- Quote from: Cakemeister on November 12, 2015, 08:57:21 am ---Does the MAME shader code support the vector monitor effect? That's the only reason I would upgrade. A lot of my favorite games are vectors. --- End quote --- Funny you should mention that. Taken from the latest whatsnew.txt --- Code: ----HLSL changes [ImJezze] * Unified HLSL render pipline for raster and vector graphics * simplified draw call of render pass functions * reduced number of used render targets from 7 to 4 (2 native and 2 pre-scaled) * made render pass functions (nearly) independent from each other * unified render pipeline for raster and vector graphics, which means that all effects are now also available for vector graphics (except scan-lines) * removed/replaced simple.fx by primary.fx * removed CU_PHOSPHOR_IGNORE uniform, which was only used in phosphor pass function and is now directly set * added CU_TARGET_DIMS uniform based on the current render target * added CU_QUAD_DIMS uniform based on the current full screen polygon quad * removed pre-scale knowledge from shaders * fixed DX9 related half pixel offset in most shaders * reduced shadow mask color bleeding * fixed defocus strength with different pre-scales * added slight noise to bloom effect to reduce the color banding of lower bloom levels * fixed position of reflection effect when screen is rotated or flipped * fixed roundness and size of rounded corners in any aspect ratio * added distortion pass, which is applied after the bloom pass and moved curvature, vignetting, rounded corners and reflection effect to this pass * fixed bloom stair-step artifacts when screen is curved * added smooth border effect and option, its amount is limited by the amount of rounded corners * added bloom overdrive effect and options, this effect allows to overdrive pure colors like red, green and blue to become more brighter * merged vector and raster bloom options, use vector.ini or raster.ini to distinguish * added raster.ini and lcd.ini to parse_standard_inis() * added bounds() and screen_bounds() getter to layout_view * added current_view() getter to render_target * many other small changes and refactoring * fixed vector intensity * fixed vector flicker * replace beam width by beam width min. and beam width max. width, this makes it possible to create a linear dynamic beam width by the amount of intensity of the beam * added beam intensity weight, this adds an exponential factor to the dynamic beam width (values greater than 0 will push larger intensities more than smaller intensities) * fixed ratio of "vector points" (zero-length lines) --- End code --- You may create a vector.ini and toss it in your ini folder. --- Code: ---hlsl_enable 1 hlslpath hlsl hlsl_prescale_x 8 hlsl_prescale_y 8 hlsl_preset -1 hlsl_write hlsl_snap_width 3200 hlsl_snap_height 1800 shadow_mask_alpha 0.5 shadow_mask_texture shadow-mask.png shadow_mask_x_count 6 shadow_mask_y_count 4 shadow_mask_usize 0.1875 shadow_mask_vsize 0.25 shadow_mask_uoffset 0.0 shadow_mask_voffset 0.0 curvature 0 round_corner 0 smooth_border 0 reflection 0 vignetting 0 scanline_alpha 0 scanline_size 1.0 scanline_height 1.0 scanline_bright_scale 2.0 scanline_bright_offset 0.0 scanline_jitter 0.0 defocus 0.5,0.5 converge_x 0.0,0.0,0.0 converge_y 0.0,0.0,0.0 radial_converge_x 0.0,0.0,0.0 radial_converge_y 0.0,0.0,0.0 red_ratio 1.05,0.00,0.10 grn_ratio -0.10,1.00,0.25 blu_ratio -0.25,0.25,1.25 saturation 1.25 offset -0.30,-0.20,-0.05 scale 1.15,1.05,0.90 power 0.90,0.90,1.15 floor 0.0,0.0,0.0 phosphor_life 0.5,0.5,0.5 # # VECTOR POST-PROCESSING OPTIONS # vector_length_scale 0.8 vector_length_ratio 500.0 # # BLOOM POST-PROCESSING OPTIONS # bloom_scale 1.50 bloom_overdrive 1.50,1.50,1.50 bloom_lvl0_weight 1.00 bloom_lvl1_weight 0.64 bloom_lvl2_weight 0.32 bloom_lvl3_weight 0.16 bloom_lvl4_weight 0.24 bloom_lvl5_weight 0.32 bloom_lvl6_weight 0.48 bloom_lvl7_weight 0.32 bloom_lvl8_weight 0.24 bloom_lvl9_weight 0.16 bloom_lvl10_weight 0.08 --- End code --- Here's some global settings in mame.ini to get you started. --- Code: ---hlsl_enable 1 hlslpath hlsl hlsl_prescale_x 8 hlsl_prescale_y 8 hlsl_preset -1 hlsl_write hlsl_snap_width 3200 hlsl_snap_height 1800 shadow_mask_alpha 0.5 shadow_mask_texture shadow-mask.png shadow_mask_x_count 6 shadow_mask_y_count 4 shadow_mask_usize 0.1875 shadow_mask_vsize 0.25 shadow_mask_uoffset 0.0 shadow_mask_voffset 0.0 curvature 0.0 round_corner 0.0 smooth_border 0.0 reflection 0.25 vignetting 0.25 scanline_alpha 0.75 scanline_size 1.0 scanline_height 1.0 scanline_bright_scale 2.0 scanline_bright_offset 0.0 scanline_jitter 0.0 defocus 1.0,0.0 converge_x 0.0,0.0,0.0 converge_y 0.0,0.0,0.0 radial_converge_x 0.0,0.0,0.0 radial_converge_y 0.0,0.0,0.0 red_ratio 1.05,0.00,0.10 grn_ratio -0.10,1.00,0.25 blu_ratio -0.25,0.25,1.25 saturation 1.25 offset -0.30,-0.20,-0.05 scale 1.15,1.05,0.90 power 0.90,0.90,1.15 floor 0.05,0.05,0.05 phosphor_life 0.5,0.5,0.5 # # NTSC POST-PROCESSING OPTIONS # yiq_enable 0 yiq_cc 3.59754545 yiq_a 0.5 yiq_b 0.5 yiq_o 1.570796325 yiq_p 1.0 yiq_n 1.0 yiq_y 6.0 yiq_i 1.2 yiq_q 0.6 yiq_scan_time 52.6 yiq_phase_count 2 # # VECTOR POST-PROCESSING OPTIONS # vector_length_scale 0.8 vector_length_ratio 40.0 # # BLOOM POST-PROCESSING OPTIONS # bloom_scale 0.050 bloom_overdrive 0.0,0.0,0.0 bloom_lvl0_weight 1.0 bloom_lvl1_weight 0.21 bloom_lvl2_weight 0.19 bloom_lvl3_weight 0.17 bloom_lvl4_weight 0.15 bloom_lvl5_weight 0.14 bloom_lvl6_weight 0.13 bloom_lvl7_weight 0.12 bloom_lvl8_weight 0.11 bloom_lvl9_weight 0.10 bloom_lvl10_weight 0.09 --- End code --- |
dkersten:
--- Quote from: B2K24 on November 12, 2015, 09:12:12 am --- --- Quote from: Howard_Casto on November 12, 2015, 02:56:26 am ---So your solution is to severely limit our options by giving us a choice of a whopping 2 front-ends, one of which is so graphically busy that half the community hates it with a furious passion. That's about as dumb a suggestion as using mameui or using the command line. Again, mame should be able to print a useable, filterable, game list by itself. It was one thing when mame just did arcade games and the game count was fairly small but now mame is so huge it takes it 1-2 minutes just to print the frikkin xml file! --- End quote --- You're already limiting your own options, so please continue on with your scripts and filtering. What's next? Individual batch files? Good luck with that. --- End quote --- I have some 30,000 different roms I "could" play, so if shaving it down to ~2,000 that I would *maybe* consider playing someday is "limiting", then yes, what Howard is talking about is limiting our options. But it's limiting our options down to only the things that are of even remote interest to us. Frankly I would rather be "limited" to just the arcade games that are playable than to have the flexibility to fire up that adult mahjong reel game (that doesn't even really work) if I ever get a wild hair up ---my bottom---. Like Howard mentioned, the XML file is so damn long you have to get special text editors to even be able to load and edit it. If you use LEDBlinky, it has to read that file when you first enter your FE, so even if you only have 5 games on your cab and boot silently right into your FE, it can take upwards of 5 minutes (2 minutes on a loaded core i7 machine) after your FE is completely loaded before your LEDs come on because it is busy grinding through an XML file with tens of thousands of lines of data that is 90% completely irrelevant to this hobby. |
yotsuya:
Hard drive space is cheap. I just dumped the complete set on my cab and use the FE to filter out what I need. |
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