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/vr/ - Retro Games

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>> No.1514957 [View]
File: 271 KB, 1196x896, Retro-Arch -CRT Geom Sharpness.png [View same] [iqdb] [saucenao] [google]
1514957

>>1514821
>Yes, the scanline-and-curvature filter in >>1514778 (OP) is fucking hideous to me,

You're not understanding it or the goals.

PS1 cannot do 3D that well. It took a lot of shortcuts. When you upscale that in an emulator, it makes those issues become more exaggerated. If you've ever run a PS1 emulator in HD, you'll know what I mean. Distorted polygons, jittering textures. Also the HLE plugins simply remove dithering, which many PS1 games, especially 3D ones used for shading. The games look much brighter and too clean.

So the answer to this, is a native resolution high accuracy software renderer, such as Mednafen or GPU bladesoft. Now our modern digital displays aren't native resolution, so the question of how to scale that to the display comes up. There's nearest neighbor but that preoduces a lot of jaggies. CRT shaders like CRT Geom

Yes, the 3D can look better upscaled, but it causes issues. And upscaling does nothing for 2D, and 2D/3D games are common in this era. Shaders like this then are a nice middle ground. And, when viewed from a distance it produces an image similar in quality to original hardware + CRT SDTV.The black lines are not supposed to be seen at all, and aren't if you move a bit away from it.

There's also several different variations of CRT Geom, such as CRT Geom sharpness such as this. The shader can be edited heavily as well.

This is CRT Geom Sharpness.

Shaders are important also because as display resolution increases, the quality of shaders will also increase. CRT Geom is just the start.

>> No.1314064 [View]
File: 271 KB, 1196x896, Retro-Arch -CRT Geom Sharpness.png [View same] [iqdb] [saucenao] [google]
1314064

Shaders are mostly there to deal with scaling.

CRT Geom sharpness is pretty good.

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