The NEW Build Your Own Arcade Controls
Main => Software Forum => Topic started by: isamu on May 16, 2013, 01:09:29 am
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OK Guys by popular demand here is its own thread!!! :cheers: :applaud:
I'd like to introduce you to a post processing utility called sweetfx. It's for D3D *only* and is similar to ENBSeries. What it does is add some cool post processing effects to your games, like Bloom, HDR, FXAA, etc.
We have discussed Sweetfx, in the Driving game forum but we feel it deserved it's own thread here.
You can grab SweetFX from here:
http://forums.guru3d.com/showthread.php?t=376265 (http://forums.guru3d.com/showthread.php?t=376265)
Then, if you choose to, grab a cool and useful UI/Frontend called "The configurator tool" from here:
http://sweetfx.thelazy.net/ (http://sweetfx.thelazy.net/)
Sidenote...*IF* by any chance the game you're running is a DirectX 8 game, then you need to use the ENB converter. What this is, is a tool that will convert Directx8 to Directx9, and will allow the game to be seen as a Dx9 game...then it will be recognized by SweetFX and will work! Just download the zip file, and then extract it into the game's folder. Then run SweetFX again.
The Converter is here:
http://enbdev.com/convertor_dx8_dx9_v0035.htm (http://enbdev.com/convertor_dx8_dx9_v0035.htm)
OutRun 2006 Coast to Coast for example, looks bonkers with these Arcade CRT effects.
(http://imageshack.us/a/img43/4697/or2006c2c20130511064407.png)
There's a ton of interesting things you can do with sweetfx. Just extract the files into the game you want to run it with and you're golden! :)
Also works in Model 2 emu!!!!!
(http://imageshack.us/a/img248/2977/daytonawithsweet.jpg)
But not in Supermodel unfortunately, since Supermodel is OpenGL, and none of the wrappers I've tried works with it. :( :( :(
Remember...SweetFX is for D3D *ONLY* and will NOT work with OpenGL unless you use a wrapper. If someone knows of a good OpenGL to D3D Wrapper/converter *other* than Qindie or GLdirect5, let me know. I tried both in Supermodel but it just crashes. I think in GLDirect5's case, it might due to GLDirect5 supporting OGL only up to 1.xx.
Feel free to post and share your results and screenshots with SweetFX enabled :)
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Ok we need to start a list of supported games.
Confirmed Working:
Model 2 Emulator
Outrun 2006 (Turn of Anti-Aliasing in Outrun's settings, also use the dx8 converter)
Confirmed Not Working:
Supermodel
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Confirmed working:
Dolphin(use D3D mode)
PCSX2 PS2 emulator
PCSX1 PS1 emulator(use the GDSX plugin)
Not working:
PPSSPP PSP emulator(I have tears in my eyes just typing this, I want it so bad :( )
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Howard post a couple pics of the screenshots you took dude. Do you see any differences on your end between Bloom turned on and turned off? HDR?
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very very interesting, I will continue this thread :cheers:
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Today is laundry day, so I'm busy atm.... I'll take a look at the stuff you were mentioning tonight.
You may want to change the title of the thread so it'll get more traffic.... sweetfx doesn't really tell a person what it does just by the name alone.
How about "How to add crt shaders to nearly any directX game"?
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Demul 5.7 running Naomi seemed to work. I was hoping it would work on Fusion but it didn't seem to.
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I'm interested in console emulators mostly.... current MESS releases have more popular systems working, but there are still a few oddballs that would be nice to have crt effects on. I tried bsnes and a few others with no success. But many of them have their own shader support, so that might be the issue. Haven't had time to look into it much.
I might try project 64 and a few others of that era... that's about as modern a game as I'd want effects on.
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Well....huh....Mame works with this ;D
Can even be combined with HLSL.
Also some nice effects for vector games with a little effort.
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How about 64bit mame? That one is always the stickler.
Tried project64... it works but because p64 is so old you have to mess with it a little. You'll need to install the dx8 proxy dll first off. Also use a d3d graphics plugin (duh) and make sure anti-aliasing is off. Evne then you'll run into issues. My desktop runs at 1600x900. If I try to run p64 at 1600x900 the shaders look AWFUL. Running the games at a 4:3 resolution fixes the shaders, but the aspect ratio is completely wrong. The setting that worked for me was 1440x900, which is wider than 4:3, but when the aspect issues screw it up, it thins it back to 4:3.
So put this one in the "working with issues" box.
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You may want to change the title of the thread so it'll get more traffic.... sweetfx doesn't really tell a person what it does just by the name alone.
How about "How to add crt shaders to nearly any directX game"?
Good tip. Changed.
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Well....huh....Mame works with this ;D
Can even be combined with HLSL.
Also some nice effects for vector games with a little effort.
Color me shocked! I tried it on my end and it didn't work here. Plus how is this possible since mame doesn't support hardware accelerated graphics?
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I´m running MameUIFx32 0.148. Have to "run as administrator" for some reason. Same for OutRun and other games.
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Well....huh....Mame works with this ;D
Can even be combined with HLSL.
Also some nice effects for vector games with a little effort.
Color me shocked! I tried it on my end and it didn't work here. Plus how is this possible since mame doesn't support hardware accelerated graphics?
Mame supports hardware accelerated graphics... it has for quite some time... it doesn't support hardware accelerated 3d..... which is totally different. Shaders work on any d3d render target, so as long as d3d is doing the rendering it should work.
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Mame supports hardware accelerated graphics... it has for quite some time... it doesn't support hardware accelerated 3d..... which is totally different. Shaders work on any d3d render target, so as long as d3d is doing the rendering it should work.
Ahh I see. Interesting. Any I just realized I'm using the 64 bit version of mame, and sweetfx doesn't support 64bit only 32. Oh well, I'm not sure I want to run the 32bit version of mame/mess and sacrifice some speed. But in all honesty my CPU should be able to handle most games in the 32bit version without issue. We'll see.
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Mame/Mess already use HLSL so might not be any point in using SweetFX at least for CRT simulation imo ;)
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Mame/Mess already use HLSL so might not be any point in using SweetFX at least for CRT simulation imo ;)
Exactly. Good point. HLSL rocks.
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It has limited use for vector games. Via sweet fx you should be able to add the glow that everybody says mame doesn't get right. Of course you can probably get just as close a effect via the built in hlsl...
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Has anyone tried this with the Saturn emu SSF? I just get a black screen no crashes though. I'm guessing this emu isn't directx?
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Well due to the way a proxy works there wouldn't be any effect if it didn't use directx. It probably just renders in a different manner. I noticed that The Dragon King shows a blank screen as well, and I use pre-transformed vertices, which is rather unusual.
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Good ol' Street Fighter Turbo in Mame using SweetFX CRT shader + a slight bloom to simulate halation
(http://s22.postimg.org/6fmry06wt/mame_exe_DX9_20130519_200650.jpg) (http://postimg.org/image/6fmry06wt/) (http://s23.postimg.org/gehuepszr/mame_exe_DX9_20130519_200529.jpg) (http://postimg.org/image/gehuepszr/) (http://s16.postimg.org/tqejookq9/mame_exe_DX9_20130519_205244.jpg) (http://postimg.org/image/tqejookq9/) (http://s15.postimg.org/81391m5zr/mame_exe_DX9_20130519_195410.jpg) (http://postimg.org/image/81391m5zr/) (http://s12.postimg.org/jyyulacc9/mame_exe_DX9_20130519_200346.jpg) (http://postimg.org/image/jyyulacc9/) (http://s22.postimg.org/61z83mqyl/mame_exe_DX9_20130519_200915.jpg) (http://postimg.org/image/61z83mqyl/)
(http://s7.postimg.org/hbh0oiduv/pcsx2_exe_DX9_20130519_171901.jpg) (http://postimg.org/image/hbh0oiduv/) (http://s24.postimg.org/btyvrejv5/pcsx2_exe_DX9_20130519_165809.jpg) (http://postimg.org/image/btyvrejv5/) (http://s23.postimg.org/m9p9os6br/pcsx2_exe_DX9_20130519_165830.jpg) (http://postimg.org/image/m9p9os6br/)
See the following post (http://forums.guru3d.com/showpost.php?p=4599754&postcount=893) at Guru3D to get the required files
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Well due to the way a proxy works there wouldn't be any effect if it didn't use directx. It probably just renders in a different manner. I noticed that The Dragon King shows a blank screen as well, and I use pre-transformed vertices, which is rather unusual.
I'm not sure how it renders. I looked in the options/ini and these were the only screen settings I could find [Screen]
Scanline="1"
ScanlineRatio="40"
AutoFieldSkip="1"
EnforceAspectRatioWindow="1"
EnforceAspectRatioFullscreen="1"
WideScreen="0"
VSynchWaitWindow="0"
VSynchWaitFullscreen="1"
FixedWindowResolution="1"
FixedFullscreenResolution="1"
BilinearFiltering="1"
StretchScreen="1"
FullSize="1"
FullscreenDisplay="0"
DisableFullscreenScanline="0"
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Far as I know, HSLS doesn't cover vector effects. The shader is still in process.
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Can someone explain how vector effects work in sweetFX for mame? Does it turn the game's into vector graphics(lines only) or something?
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You better ask the guy who created the shader : cgwg (http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=76575#Post76575)
By the way, after hours of debugging I managed to make SweetFX work with SSF
(http://s11.postimg.org/a34tym13z/SSF_exe_DX9_20130520_125642.jpg) (http://postimg.org/image/a34tym13z/) (http://s9.postimg.org/rpwtmnlij/SSF_exe_DX9_20130520_125641.jpg) (http://postimg.org/image/rpwtmnlij/)
See my previous post for details on how to download. By the way it doesn't work well in fullscreen and I don't know why right now... So keep it windowed mode :)
EDIT : (re-reading the thread) SweetFX will work with 64bits Mame if you use the d3d9.dll from the SweetFX_x64 folder, it won't otherwise.
About Bsnes/Higan, yup I wish I could make it work with this one but it won't load any other external dll even though it uses Direct3D... I never found t he trick... But it works fine in snes9x... although with a couple of minor issues with the CRT shader
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You better ask the guy who created the shader : cgwg (http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=76575#Post76575)
By the way, after hours of debugging I managed to make SweetFX work with SSF
(http://s11.postimg.org/a34tym13z/SSF_exe_DX9_20130520_125642.jpg) (http://postimg.org/image/a34tym13z/) (http://s9.postimg.org/rpwtmnlij/SSF_exe_DX9_20130520_125641.jpg) (http://postimg.org/image/rpwtmnlij/)
See my previous post for details on how to download. By the way it doesn't work well in fullscreen and I don't know why right now... So keep it windowed mode :)
EDIT : (re-reading the thread) SweetFX will work with 64bits Mame if you use the d3d9.dll from the SweetFX_x64 folder, it won't otherwise.
About Bsnes/Higan, yup I wish I could make it work with this one but it won't load any other external dll even though it uses Direct3D... I never found t he trick... But it works fine in snes9x... although with a couple of minor issues with the CRT shader
Great info Boulotaur2024! Good to see you here and welcome to the forums buddy :cheers:
Gotta couple questions for you:
1)I don't suppose you know anyone who is capable of writing an OpenGL to D3D wrapper compatible with the latest OpenGL 2.xx and OpenGL ES...do you? Wishing so so much to be able to use this with OGL emulators such as SuperModel and PPSSPP.
2)In your humble opinion, why do you suppose CeeJay has been avoiding the question on whether or not he will eventually attempt to write a version of SweetFX that is compatible with OpenGL? Do you suspect he is simply disgusted with all things OGL or something?
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Because it's a ton of work. Writing an OpenGL to D3D convertor is no trivial task. And no, I'm not willing to do that, there aren't a lot of OpenGL games so it's absolutely not worth it imo. For emulators yeah, it could be interesting but you'll most likely get a DirectX plugin for PPSSPP somewhere in the future (I already linked the thread to you, it was announced). Supermodel looks like it's going to be very good but they're aiming for portability first (hence OpenGL) so necessarily you'll have to wait a little for a DX plugin.
Ceejay didn't reply because he already replied a thousand times to that question (search the forum), and for the above mentionned reason(s)
NB : typing the verification letters *really* is obnoxious
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Coming from someone who has being "going" to make a proxy dll for some time now, I can tell you it's a buttload of work and I'm amazed this works as well as it does.
Windows always checks the root folder first for dlls before checking the system folders and a proxy dll takes advantage of that. It intercepts all calls that would normally go to the real d3d9.dll alters them and then passes them along to the real deal. That means that every single possible function for d3d9 has to be defined in the proxy dll so that it gets passed along. There are a lot of functions.
Generally how they work is whatever your proxy is going to do happens at the "d3d present" function, which is normally when a d3d app draws to the screen. This isn't the only way to render though and depending upon the original apps little tweaks and tricks, particularly with the present function itself, altering this function can lead from anything to a corrupted display, to a blank screen, to a crash.
I just mention this because if you think that is hard, opengl has totally different functions and render techniques... it's like comparing apples and oranges. So opengl support just isn't going to happen. Neither is 100% compatibility.
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Yup exactly took me quite a few months just for DirectX 9
Good news I fixed the fullscreen issue with SSF ( I was about to write SSF4 :/ )
(http://s22.postimg.org/vyu6ras5p/Sans_titre2.jpg) (http://postimg.org/image/vyu6ras5p/) (http://s15.postimg.org/s8kbh85l3/Sans_titre.jpg) (http://postimg.org/image/s8kbh85l3/)
Also I tried to play with FXAA but the aliasing is so huge it doesn't help much, it does add a bit of blur though, which is nice for old games imho
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Sweet man thanks for getting this working with SSF!!! How did you get it working in fullscreen?
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I'm terrible with shaders, so I'm wondering if you take requests.
You know the features where you do a split screen and only half of the screen gets effects? Could you make a similar option where only the 4:3 portion of the screen gets effects?
Been working with the lua scripts in m2 to give the emulator mame-style bezels. It works great but when I apply sfx, obviously they get distorted along with the actual gameplay area.
Check it out:
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It doesn't look that bad for top skater because it just has some flashy light bulbs, but for a true bezel it would probably look pretty weird.
Actually defining a screen area might be a good option if it's possible.... I know mame games use a lot of artwork.
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I just wanted to point this out:
http://www.mameworld.info/ubbthreads/showflat.php?Number=308967 (http://www.mameworld.info/ubbthreads/showflat.php?Number=308967)
184u5 was just released and it adds, vector shaders and crt bloom to mame.
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That looks pretty cool Howard! I also tested this with Dreamcast Nulldc and it seemed to work great and in fullscreen. Though a lot of Dreamcast games looked great in VGA this is still pretty sweet!
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Also it appears that MAME now how LUA scripting?
It entirely depends upon what functions they've added, but if this is the case I can hack the hell out of mame (adding pop-up move lists, ect) without having to maintain a custom build, which is fantastic news!
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Also it appears that MAME now how LUA scripting?
It entirely depends upon what functions they've added, but if this is the case I can hack the hell out of mame (adding pop-up move lists, ect) without having to maintain a custom build, which is fantastic news!
Interesting! Does it make it easier to add force feedback?
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I don't see how. I do FF officially via the output system... there's no reason to resort to lua.
Lua is generally used for graphics manipulation and sometimes game logic manipulation.
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I don't see how. I do FF officially via the output system... there's no reason to resort to lua.
Lua is generally used for graphics manipulation and sometimes game logic manipulation.
Oh I see. Pretty fascinating stuff nonetheless.
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Just tested out the latest mame. Geezus...the bloom and over-blurryness is simply too much for my taste. I set all those related effects to 0.0 in the ini, but now the screen is just dark. What setting do I use to go back to the "regular" mame look? This is annoying please help.
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EDIT : (re-reading the thread) SweetFX will work with 64bits Mame if you use the d3d9.dll from the SweetFX_x64 folder, it won't otherwise.
I don't have SweetFX_x64 folder. Is this perhaps contained a newer build that was released more recently? I'm still on 1.4
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OK it appears I've been completely out of the loop...it wasn't until just now did I happen to discover, Boulotaur, that you actually have your own version of SweetFX. And it was just *completely* by random chance after searching for the term "sweetFX_x64 dlls" on google, that I ran into this post by TCPIP:
http://forums.guru3d.com/showpost.php?p=4582825&postcount=551 (http://forums.guru3d.com/showpost.php?p=4582825&postcount=551)
Why isn't this information, as well as a link to your SweetFX, contained in CeeJay's original post Boulotaur? People need to know there is an alternative that allows them to play x64 games and shouldn't have to search hi and low for it. Please can you update us here in this very thread, any time you release your own version of SweetFX, and provide a link accordingly? Would be much appreciated. I would have never known you released your own version if was for just dumb google luck.
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Do you see any differences on your end between Bloom turned on and turned off? HDR?
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OK after reading some more it appears you DID post a link to the thread containing a link to your own swfx version. My bad. Oh and after doing some more reading it is now apparent that *YOU'RE* the one, Boulotaur, responsible for the ArcadeCRT shader that sweetFX has....WOW That is awesome man! I feel like I'm posting among a rockstar :lol: I didn't know you're the one that came up with that. Hot damn what a great job dude! Thanks! That shader is basically the SOLE reason I downloaded SweetFX in the first place :lol
Well I just grabbed the version you posted a couple days ago and will give it a shot in MAME. Can't wait to check it out :cheers:
Do you see any differences on your end between Bloom turned on and turned off? HDR?
Are you referring to MAME's new Bloom effect? Then yes I do and imho it looks awful. Way overdone and I honestly do not see the appeal to use this effect on 2D games. Bloom is one effect I was never a big fan of except or the very latest PC games like RE6, Tomb Raider, BLOPS2, etc. Maybe Boutolaur will prove me wrong and post some incredible arcade 2D screenshots using bloom who knows.
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All of the images I posted so far use bloom already. Probably too much in some cases but it *can* be toned down by tuning the settings though, contrary to Mame :D
(http://s7.postimg.org/5gnv821ev/mamepp_exe_DX9_20130524_215505.jpg) (http://postimg.org/image/5gnv821ev/) (http://s21.postimg.org/kp4bfosvn/mamepp_exe_DX9_20130523_202256.jpg) (http://postimg.org/image/kp4bfosvn/) (http://s8.postimg.org/q8litbgbl/mamepp_exe_DX9_20130524_205522.jpg) (http://postimg.org/image/q8litbgbl/) (http://s11.postimg.org/40ge3nb73/mamepp_exe_DX9_20130524_212809.jpg) (http://postimg.org/image/40ge3nb73/)
Improved the visuals a little, grab the archive here (http://forums.guru3d.com/showpost.php?p=4599754&postcount=893)
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Boulotaur...a few comments:
1)OutRun 2006 doesn't work with your build. Probably the d3d9.dll causing the issue I'm not sure. But it crashes when using your version of sweetfx. Keep in mind this is a directX 8 game, and I'm using the ENB dx8>dx9 converter so maybe that's the culprit but it works perfect with vanilla sweetfx.
2)Something interesting I'm noticing when running games using downsampling. I am downsampling using my nvidia card profile manager and running an upscaled res of 3200x1800. It works and actually works with SweetFX....However, there is a somewhat distracting "grid-like" screendoor effect when running games at this res and when Sweetfx is activated. Upon returning to my native res at 1920x1080 the screendoor effect disappears. Any idea why this happens?
3)The scanline effect you've implemented in SweerFX is honestly second to none! It's just that damn good! I thought the effect used in MAME's HLSL was the beez knees but the Arcade CRT scanline effect in SFX is the creme-de-la-creme.
However, it's quite interesting how adjusting the way the scanline themselves appear on the screen, is a direct byproduct of which settings under CRT resolution the user has. Unlike HLSL, there is no scanline specific settings like "scanline darkness" "scanline brightness" "scanline height", etc. Is this something that can be added, so that we can adjust the way the scanlines run across the screen without having to modify the CRT resolution? I usually prefer a sort of oval bowl-like appearance for the lines, but I'm constantly having to adjust the resolution X and Y settings to find the perfect look.
I'm also curious as to why the CRT resolution settings affect how prominent the scanlines look when they're at a certain value. Moving the Y slider seems to affect the look of the lines more than the X slider. The Y slider makes the lines much darker when moved in a certain direction, but then they'll get lighter again as you move it towards a higher value. Very interesting.
Not a huge deal but just thought I'd run it by you to see how you feel about it.
Keep up the good work :applaud:
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Wow thanks Boulotaur2024 Those scan lines are truly amazing :) Btw has anyone gotten SweetFx working with Dosbox or know how to? I have a lot of games in Dos that I would like to use the CRT effect on.
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1)OutRun 2006 doesn't work with your build.
Sorry but it works (http://s7.postimg.org/w95zfjcej/OR2006_C2_C_EXE_DX9_20130525_105642.jpg) for me using the latest d82d9 convertor from here (http://www.enbdev.com/convertor_dx8_dx9_v0035.htm)
2)Something interesting I'm noticing when running games using downsampling. I am downsampling using my nvidia card profile manager and running an upscaled res of 3200x1800. It works and actually works with SweetFX....However, there is a somewhat distracting "grid-like" screendoor effect when running games at this res and when Sweetfx is activated. Upon returning to my native res at 1920x1080 the screendoor effect disappears. Any idea why this happens?
Because the cgwg CRT shader is not really meant to be applied on huge resolutions like the one you're using. Use a lower res and apply FXAA/SMAA if you're worried about aliasing (the above screenshot of mine is @2100x1314 and looks good I think). Besides, the CRT shader is better suited to 2D games imho
However, it's quite interesting how adjusting the way the scanline themselves appear on the screen, is a direct byproduct of which settings under CRT resolution the user has. Unlike HLSL, there is no scanline specific settings like "scanline darkness" "scanline brightness" "scanline height", etc. Is this something that can be added, so that we can adjust the way the scanlines run across the screen without having to modify the CRT resolution? I usually prefer a sort of oval bowl-like appearance for the lines, but I'm constantly having to adjust the resolution X and Y settings to find the perfect look.
Again I didn't create the shader, cgwg did (I posted a link to the original shader file last page). You may want to ask him directly if you need some more parameters. (here (http://forum.themaister.net/viewforum.php?id=6) would be a good place to start a new thread). And no afaik there is no proper way to set scanlines darkness (although raising the CRTBrightness parameter could help a bit with that).
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I guess it's much more complicated to get this working with Dosbox?
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1)OutRun 2006 doesn't work with your build.
Sorry but it works (http://s7.postimg.org/w95zfjcej/OR2006_C2_C_EXE_DX9_20130525_105642.jpg) for me using the latest d82d9 convertor from here (http://www.enbdev.com/convertor_dx8_dx9_v0035.htm)
2)Something interesting I'm noticing when running games using downsampling. I am downsampling using my nvidia card profile manager and running an upscaled res of 3200x1800. It works and actually works with SweetFX....However, there is a somewhat distracting "grid-like" screendoor effect when running games at this res and when Sweetfx is activated. Upon returning to my native res at 1920x1080 the screendoor effect disappears. Any idea why this happens?
Because the cgwg CRT shader is not really meant to be applied on huge resolutions like the one you're using. Use a lower res and apply FXAA/SMAA if you're worried about aliasing (the above screenshot of mine is @2100x1314 and looks good I think). Besides, the CRT shader is better suited to 2D games imho
However, it's quite interesting how adjusting the way the scanline themselves appear on the screen, is a direct byproduct of which settings under CRT resolution the user has. Unlike HLSL, there is no scanline specific settings like "scanline darkness" "scanline brightness" "scanline height", etc. Is this something that can be added, so that we can adjust the way the scanlines run across the screen without having to modify the CRT resolution? I usually prefer a sort of oval bowl-like appearance for the lines, but I'm constantly having to adjust the resolution X and Y settings to find the perfect look.
Again I didn't create the shader, cgwg did (I posted a link to the original shader file last page). You may want to ask him directly if you need some more parameters. (here (http://forum.themaister.net/viewforum.php?id=6) would be a good place to start a new thread). And no afaik there is no proper way to set scanlines darkness (although raising the CRTBrightness parameter could help a bit with that).
Thanks for the reply. Ahh I thought it was *you* who created the CRT shader for SWFX. My bad, I will get around to asking cwgw about it in that forum one of these days when I get a chance. I'd also like to point out that HDR doesn't jive so well with the CRT shader. They appear to "overlay" each other and the two effects makes the screen look like it's some sort of nasty psuedo 3D stereo effect or something. What settings can I use to make them gel better?
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I guess it's much more complicated to get this working with Dosbox?
Sorry for the late reply
Dosbox uses SDL or OpenGL natively so we're screwed (no Direct3D). BUT there is a D3D build maintened by the cafe.daum.net guys. So I tried my best to make SweetFX compatible with this one but couldn't in the end. I still don't know why... It's very weird... But the good news is that you can already use the cgwg CRT shader in their builds, grab it here (http://www.emucr.com/2013/05/ykhwongs-dosbox-svn-daum-build-20130506.html)
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Sweet thanks dude! Hopefully SweetFx will support Open GL in the future. I'll that build a try :)
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Sweet thanks dude! Hopefully SweetFx will support Open GL in the future. I'll that build a try :)
Far as I remember, OpenGL's heyday was about ten years ago, but it never got too big anyways. I don't think it's going to make a come-back. SDL of course is live and strong.
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I have been trying to find an answer to this but can anyone confirm whether or not RadeonPro allows OpenGL games to work with SweetFX *without* the requirement of an OGL32.dll file? Another person mentioned this *MAY* be possible but hasn't confirmed it yet. I am using an nVidia GTX680 gfx card so I don't have a need for RadeonPro, but if it allows OpenGL emulators to work I'd reinstall it in a heartbeat.
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Sorry, I can't confirm for you on that particular line of card, but it makes sense. Radeon has always traditionally had really good opengl support to the point of where they often have an option to translate ogl to dx.
Not sure why people still bother with NVidia to be honest.
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Sorry, I can't confirm for you on that particular line of card, but it makes sense. Radeon has always traditionally had really good opengl support to the point of where they often have an option to translate ogl to dx.
Interesting.
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How do i get sweetfx to work with project64 and epsxe emulators?. I have copied all the files from the sweetfx 1.4 zip file to the directory of the emulator and ran the game, but it doesnt seem to be working, as i see no change or scanlines??
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I guess both use OpenGL so you're screwed
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It works for PJ64 2.0 for me using the Rice Video plugin. I haven't tried ePSXe yet.
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Got ePSXe to work with SweetFX, just used a dx9 plugin, but im unable to get scanlines to show up, i have the advanced crt display option enabled in the sweetfx_setting.txt file, is there anything else i need to enable or disable?
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Sorry, I can't confirm for you on that particular line of card, but it makes sense. Radeon has always traditionally had really good opengl support to the point of where they often have an option to translate ogl to dx.
Not sure why people still bother with NVidia to be honest.
Uh I thought it was the exact opposite? At least in Linux, which relies heavily on Opengl, AMD's drivers suck major balls compared to Nvidias. Not to mention I think Nvidia also has drivers for FreeBSD and Solaris but don't see anything on AMD's site. And wasn't rage (last high profile opengl game) broken day 1 on AMD cards?
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You've to understand, the people that run Linux are usually cheap as hell. Every driver not supplied by the manufacturer has to be written from scratch for Linux. Traditionally NVidia cards have been much cheaper, thus the better support.
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I guess it's much more complicated to get this working with Dosbox?
Sorry for the late reply
Dosbox uses SDL or OpenGL natively so we're screwed (no Direct3D). BUT there is a D3D build maintened by the cafe.daum.net guys. So I tried my best to make SweetFX compatible with this one but couldn't in the end. I still don't know why... It's very weird... But the good news is that you can already use the cgwg CRT shader in their builds, grab it here (http://www.emucr.com/2013/05/ykhwongs-dosbox-svn-daum-build-20130506.html)
I'm sorry about reviving an old topic but the information here helped me just recently and I signed up to return the favor. Yes, dosbox daum located at http://ykhwong.x-y.net/ (http://ykhwong.x-y.net/) does work with SweetFx but you need to delete d3dx9_43.dll from the archive. I'm not sure about the practical utility of that file but it's deliberately overriding a directx system dll and it prevents sweetfx to read *.fx files possibly because of reasons related to unicode compatibility. Dosbox daum runs fine without it. Also delete the x64 version if you're using the x64 executable.
Here are a couple shots from eye of the beholder ii the legend of darkmoon using sweetfx 1.4, tv2x scaler and crt.d3d.br pixel shader.
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I actually just saw this and I know you posted this several months ago. Just wanted to thank you for this!!! :)
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Sorry for the resurrection. Just wanted to add to the thread that's helped me so much.
You can now use ReShade to add SweetFX to OpenGL, DX8, DX9 and DX 10/11. Works with newer Demul, Sega Model 3, Mednafen and many others!
http://reshade.me/ (http://reshade.me/)