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/vr/ - Retro Games


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File: 158 KB, 1920x1080, snes9x-x64 2013-09-07 21-00-12-41.jpg [View same] [iqdb] [saucenao] [google]
1055940 No.1055940 [Reply] [Original]

What is the best emulator/shaders/filters/upscaling to play SNES games with? Pic related. I can't figure out how to get a CRT shader working on Snes9x. It keeps saying that I don't have a runtime CG or something.

>> No.1055942
File: 139 KB, 319x480, 1369213564807.jpg [View same] [iqdb] [saucenao] [google]
1055942

>>1055940

>> No.1055946
File: 77 KB, 637x572, 099_001.jpg [View same] [iqdb] [saucenao] [google]
1055946

You could start by fixing that aspect radio

>> No.1055958

>>1055946
I don't know what a DOPPELSUPER is, but it sounds exciting. Does it upscale things some how?

>> No.1057109
File: 422 KB, 1196x896, RetroArch-0908-153832.png [View same] [iqdb] [saucenao] [google]
1057109

>> No.1057794

>>1055940
Either find a filter that makes it look more like it would on the original medium, or don't use any at all. Also, stand a few feet away from the screen when you play.

>> No.1057837

use blargg's ntsc and bilinear filtering

scanline/crt filter if you're into that

>> No.1057842

>>1057109

Strangely, I kind of like this.

>> No.1057850

>>1055940
Disable all filters, unfuck your aspect ratio and scaling, and install a CRT monitor.

>> No.1057920
File: 98 KB, 1437x776, Screen Shot 2013-09-08 at 11.19.17 PM.png [View same] [iqdb] [saucenao] [google]
1057920

>>1055940
Use a nearest neighbor filter instead of whatever it is your using now. Pic related. It might not be pixel perfect but it beats scale4 and scanline.

>> No.1057957
File: 306 KB, 1196x896, Crt-caligari[1].png [View same] [iqdb] [saucenao] [google]
1057957

Try out RetroArch, it can use a ton of different shaders/filters.
http://emulation-general.wikia.com/wiki/RetroArch

I personally prefer CRT shaders, kinda like pic related, only with lighter scanlines.

>> No.1057968

>>1055940

1. Aspect Ratio! It should be 4:3
2. Turn off smoothing shaders, they're ass.
3. Shaders are a bit of a pain to set up for Snes9x. Just use RetroArch
4. Try these shaders:
http://emulation-general.wikia.com/wiki/CRT_Shaders
http://emulation-general.wikia.com/wiki/CRT_Geom

>> No.1057969

>>1055940
snes9x or higan (or their retroarch cores)
hq4x

>CRT

stay autistic

>> No.1057972

>>1057109
I don't normally use filters but this looks kinda nice.

>> No.1057975

>>1057969

>praise hq4x
>bash crt shaders

This is 100% bait. Don't reply.

>> No.1057980

>>1057975
>I like actual high quality upscaling filters
>I don't like filters designed to imperfectly emulate an obsole rendering method
>I must be a shitposting troll

the simple fact is I'm not autistic like you

>> No.1058102

Ah man. I tried out my LED to compare to my CRT. LED made the games look just disgustingly awful. I don't know all the technical stuff about it, but these games look so much better on CRTs.

>> No.1058180

>>1057837
Bilinear filtering is pleb as fuck. CRT-Geom with increased sharpness or bust. You can combine it with an NTSC filter as well if you want.

>> No.1058183

>>1057980
Well, as far as smoothing upscaling filters go, HQ4x is pretty obsolete. xBR trounces it completely.

>> No.1058193

>>1058183
fair enough, how can I try it out in snes9x? doesn't seem to be supported natively, but it supports direct3d and opengl shaders

>> No.1058252

>>1058183
>xBR
never heard of it. any screenshot samples? i only use 2xsai or supersai for "cartoony" filtering, or advmame if i actually want o see the pixels.

>> No.1058257

>>1058193
https://github.com/libretro/common-shaders/tree/master/xbr

Try out the 4x variants. Says the latest version is 4.0, though the last one I tried out was 3.8 IIRC.

>> No.1058272
File: 37 KB, 324x309, 1378438570471.png [View same] [iqdb] [saucenao] [google]
1058272

>>1055940
>filters

>> No.1058293

>>1058257
isn't that for retroarch? will it work with snes9x?

I did check out some screen shots by the way, it truly is a much better filter, I want to use it

>>1058252

google xbr filter, faggot 4chan won't let me post link because blogspot is obviously spam right?

>> No.1058294

>>1058272
The N64 made extensive use of filtering. Not just for textures, either. It also employed a bunch of other filters on top.

>> No.1058296

>>1058294
don't argue with clueless elitist retards

>> No.1058301

>>1058293
Never tried it on Snes9x, but it can load Cg shaders, so give it a try.

>> No.1058309

>>1058301
alright

since we're on the topic which scale factor should I use? I suppose its the one which gives me the nearest final resolution, but rounded up or down?

>my screen is 1360x768
>snes = 256x224

>3x = 768x672
>4x = 1024x896
>5x = 1280x1120

5xBR is closest to my screen width but height will be severely downscaled

since I'm maintaining aspect ratio should I use 3xBR?

>> No.1058313
File: 77 KB, 628x341, glasses.jpg [View same] [iqdb] [saucenao] [google]
1058313

>>1058294
>>1058296
oh, right

i forgot the N64 and the SNES had dumb HQ filters that made everything look all unnecessarily curvy and like someone projected the game on a ball of Play-Doh some dog chewed up

sorry, my mistake

>> No.1058315

>>1058313
your image is incredibly stupid by the way, whoever made it can't into high school physics

>> No.1058332

>>1058309
For one, you should always correct the aspect ratio to 4:3. That is what the SNES actually output, despite the resolution saying otherwise.

Secondly, try to always output at the highest possible integer scale, which in your case would indeed be 3x. Only real downside is that you'd have to play on windowed mode. If you use RetroArch you can use fullscreen while still only upscaling to 3x, but of course that results in black bars all around the image.

>> No.1058342

>>1058332
snes9x also maintains aspect ratio even in full screen, I do get unused black space

I'll see if go with 3xBR works then

>> No.1058352
File: 35 KB, 545x482, settings.png [View same] [iqdb] [saucenao] [google]
1058352

>>1058342

this is what my settings gotta look like, right? looks like it will work, but I gotta download nvidia cg runtime

>> No.1058354

>>1058352
Not sure what will happen if you have Stretch Image and Maintain Aspect Ratio both at the same time, to be honest.

>> No.1058361
File: 146 KB, 1360x727, snes9x.png [View same] [iqdb] [saucenao] [google]
1058361

>>1058354
stretch image = enable upscaling
maintain aspect ratio on = integer scale factor
maintain aspect ratio off = floating point scale factor = stretch to fill screen

is this how its supposed to look? seems like its not even filtered

>> No.1058369

>>1058361
That's definitely filtered. However, one thing to note about xBR is that it has several variants. Some keep more pixellation than others. You may have chosen the variant that rounds the least.

>> No.1058375

>>1058369
Yeah, switching use shader on and off does reveal differences, but holy shit that was subtle, I didn't even notice any differences in guy's sprite

I saved the 3xbr.cg filter, there were a lot of variants, versioned even, which one should I use?

>> No.1058380

>>1058375
IIRC, the variants denote the degree of roundness, with A being the most rounded, and D being the least.

>> No.1058381
File: 741 KB, 898x714, FFIII-ntsc-take2.png [View same] [iqdb] [saucenao] [google]
1058381

Blaarg's NTSC filters plus bilinear is the best.

>> No.1058382

>>1058380
I downloaded the no-variant type:

https://raw.github.com/libretro/common-shaders/master/xbr/3xbr.cg

I'll try them all out

>> No.1058385
File: 262 KB, 1360x728, v3.8d.png [View same] [iqdb] [saucenao] [google]
1058385

>>1058382

shit nigga

>> No.1058391

>>1058385
v3.8 a b and c gave me compiler errors

>> No.1058404
File: 881 KB, 896x672, retroarch 2013-09-09 02-17-08-60.png [View same] [iqdb] [saucenao] [google]
1058404

>>1058381

>> No.1058408

>>1058391
Hmm, not sure what could be wrong. Is there an error log?

>> No.1058414
File: 75 KB, 507x670, do-u-haz-teh-codez.png [View same] [iqdb] [saucenao] [google]
1058414

>>1058408

>> No.1058416

>>1058414
>>1058408

oh I just opened the file and there are motherfucking html tags in this shit, what the fuck, I saved it from raw.github.com

>> No.1058423

>>1058416
Just right click on Raw, and save it from there.

>> No.1058430
File: 176 KB, 619x597, le funky monkey.jpg [View same] [iqdb] [saucenao] [google]
1058430

>>1058381
shit dog all these years and I never knew what that sign said until I saw your image
thank you based anon god bless filters

>> No.1058434

>>1058430
That whole shitstorm was hilarious.

>> No.1058435

>>1058434
Didn't filter threads get banned for a while after that?

>> No.1058437

>>1058435
I don't think they were banned outright, but yeah, they were usually deleted on sight for like a week.

>> No.1058443
File: 363 KB, 898x714, FFIII-filter-comparison.gif [View same] [iqdb] [saucenao] [google]
1058443

>>1058430

>> No.1058448
File: 113 KB, 1360x686, 3xbr.cg.png [View same] [iqdb] [saucenao] [google]
1058448

>>1058423
aight, that fixed it

here's some comparisons guys, I personally think v3.8a looked worst and v3.8d looked best

>> No.1058449
File: 240 KB, 1360x686, 3xbr-v3.8a.cg.png [View same] [iqdb] [saucenao] [google]
1058449

>>1058448

>> No.1058450
File: 236 KB, 1360x685, 3xbr-v3.8b.cg.png [View same] [iqdb] [saucenao] [google]
1058450

>>1058435
>>1058437

why the shit would filter threads be banned? that'd be like banning emulator discussion because zsnesfags are so fucking easy to troll

its like banning vlc hating on /a/ and /g/

>> No.1058451

>>1058430

You've never played it on original hardware then? I played the PS1 Anthology ports. On a CRT tv, original snes/ps1 hardware is very clear. Only the cables create some blurring.

The reason it's sharp is because it's displayed at the game's native resolution. Scaling it is one of the major reasons why it looks so pixilated on modern LCD displays. I think there's also a difference in pixel shapes, as CRT tvs have these little thin rectangles and LCDs have square pixels.

The point though is that SD material works best on an SD screen. So if you're emulating stick to a CRT monitor at 240p or 480p.

Shaders attempt to "fix" the problem of displaying SD material fullscreen on an HD LCD display. Just avoid the problem entirely I say.

>>1058381

bilinear is a bit too strong I think.

>> No.1058452
File: 236 KB, 1360x684, 3xbr-v3.8c.cg.png [View same] [iqdb] [saucenao] [google]
1058452

>>1058450

>> No.1058454
File: 235 KB, 1360x682, 3xbr-v3.8d.cg.png [View same] [iqdb] [saucenao] [google]
1058454

>>1058452
russives was

>> No.1058457

>>1058450
>why the shit would filter threads be banned?
My guess is that at the time a janitor believed that /vr/ isn't /v/ and deleted all the filter threads on sight to prevent shitposting.

>> No.1058458

>>1058454
>>1058452

Smoothing shaders just have too many false positives. You have to sit far back to make any use of them. Which brings into question using them in the first place.

I think the future would be slight blur and upscaling filters. A CRT Geom without scanlines has been talked about. That combined with a few other things would be really good.

>> No.1058462

>>1058457
how is it shitposting? janitors don't get to delete shit they don't like

retards being susceptible to trolling isn't a good enough reason to ban anything either, that's just a shitty lazy janitor attempting to relieve himself o work by nuking an entire topic

you delete the shitposting itself, not the fucking thread

>> No.1058470

>>1058458
I'm sitting on a chair in front of my computer, just the right distance considering my monitor's DPI and it looks just great

it looks great on every single game I've tried, 10/10 filter, fucking brazilians man

>> No.1058474
File: 103 KB, 860x644, ten-outta-ten.png [View same] [iqdb] [saucenao] [google]
1058474

>> No.1058480

>>1058470

Too much "funhouse mirrors" style distortions. I'd rather use a slight blur shader and combine that with the distance.

https://github.com/libretro/common-shaders/blob/master/mudlord/blur-lighter.cg

blur-lighter.cg is a blur shader. It looks pretty much like bilinear except you can smooth things out a lot more. To adjust the amount of blur, change the "float BlurFactor" value.

>> No.1058482
File: 63 KB, 898x714, FFIII-unfiltered-take2.png [View same] [iqdb] [saucenao] [google]
1058482

>>1058462
There was a lot of flaming about whether the filters make text more readable and about developers designing for a CRT device in mind. I guess the janitors just had sand in their vaginas and deleted filter threads on sight.

>> No.1058483

>>1058470
Not a fan of smoothing shaders like xBR myself, but if it makes you happy, then all the power to you.

>>1058474
Here, however, you would do well to scale 3x cleanly. 800x600 results in scaling artifacts, like the bars in the power meter there being of uneven size.

>> No.1058496

>>1058480
if you want to add distance, then you don't need any blur, the distance itself will take care of the pixelation and it won't look like shit

>>1058482
wow, the janitors here are something else, seriously

>>1058483

see >>1058352, what am I doing wrong?

>> No.1058497

>>1058482
I think it was more that people used that FFIII filter comparison to troll since the sign is so obviously readable in both screens. It always garnered angry replies from jimmy rustled /vr/gins: https://archive.foolz.us/vr/search/text/unreadable%20sign/

All filter threads were blatant troll threads for a while

>> No.1058504

>>1058496
Is that in fullscreen or windowed? In windowed, you can simply set the window size to 3x. In fullscreen, I'm not sure, but try using a Simple3x filter.

>> No.1058502

>>1058496
>if you want to add distance, then you don't need any blur, the distance itself will take care of the pixelation and it won't look like shit

Regardless of how you're playing, you should ALWAYS add distance to old games, and even new ones.

But I was thinking of the slight blur and the distance working together. I don't think distance alone is enough.

blur-lighter.cg

Can also be set so that's it's a very tiny effect, or all the way so that it's as blurry as bilinear.

>> No.1058516

>>1058482
also what does crt have to do with ANYTHING when it comes to game development?

snes game developers had no notion of what device the snes will be outputting into, all they know is the snes ppu

similarly, modern game developers don't care what output device the user has, they just rasterize a game world and tell the gpu to output a whole bunch of pixels

>>1058504
windowed, I cropped the image in paint.net

>> No.1058521
File: 81 KB, 733x642, 8-7.png [View same] [iqdb] [saucenao] [google]
1058521

>>1058516

seems like the correct aspect ratio is 8:7 rather than 4:3, this picture seems to lack the "uneven bars" problem

is that right?

>> No.1058524
File: 371 KB, 512x448, so authentic.jpg [View same] [iqdb] [saucenao] [google]
1058524

>>1058450
It wasn't the zsnesfags who were being trolled, it was everyone else.
Mention you prefer zsnes over more accurate emulators and the whole thread explodes into a shitfest. Be sure to say things like "it just works" and "I don't care about accuracy"
Call the people who suggest you switch to bsnes/snes9x autists for added effect.

>> No.1058525
File: 109 KB, 300x533, CT-comparison.png [View same] [iqdb] [saucenao] [google]
1058525

>>1058516
>snes game developers had no notion of what device the snes will be outputting into, all they know is the snes ppu
They know that games are played on a TV. They'd be foolish not to take that into account when making graphics. At the very least they took into account that pixels are not square when displayed on an NTSC TV.

>> No.1058526

>>1058521
Nope, still not correct. Some bars are still thicker than others.

And the correct aspect ratio is 4:3, but the problem is that unless you use bilinear filtering or a shader like pixellate, it will result in uneven pixels, but only horizontally. So in the end it's up to you, I guess. I suppose with xBR, the only way to fully avoid the problem is to scale 3x without aspect correction.

>> No.1058528
File: 41 KB, 520x580, 1378712284798.png [View same] [iqdb] [saucenao] [google]
1058528

>> No.1058534

>>1058521
Turn off the extended height.

>> No.1058538

>>1058526
>correct aspect ratio is 4:3
The display aspect ratio is 4:3, the pixel aspect ration is 8:7.

>> No.1058540

>>1058538
The SNES didn't output square pixels.

>> No.1058541
File: 122 KB, 914x686, done.png [View same] [iqdb] [saucenao] [google]
1058541

>>1058524
well, anyone who's still actually using zsnes as their main emulator is either stupid or clueless, that's kind of a fact, and there are no preferences here, this isn't subjective, it's technology and engineering

some people are genuinely clueless and do ask why other emulators are better and in what aspects, they should be educated

anyone bashing others for not using zsnes is obviously trolling, should be reported and that's precisely where our trigger happy janitors can go to town

with that said zsnes does have its limited uses, playing shitty romhacks for one and maybe netplay too

you see, if you give actual reasons why you use zsnes, it isn't trolling, but an actual quality post

>>1058526

so what gives? I don't really understand why its happening

>>1058534
picture related, apparently had no effect

>>1058538
so, which one should I maintain?

>> No.1058547

>>1058525
why does the size and shape of pixels matter? the player will ideally be standing far enough away from the screen for the pixels to not be visible

>> No.1058548

>>1058540
>The SNES didn't output square pixels.
Yes, that's a consequence of what I said.

>> No.1058550

>>1058528
>nintendo
>adding an option to turn it off

nope, too complicated for casuals

>> No.1058551

>>1058538
>pixel aspect ration is 8:7.
Correction: it should be storage aspect ration is 8:7

>> No.1058554

>>1058547
Because no matter how far away you are, an ellipse with non equal axes will never look like a circle.

>> No.1058556

>>1058554
could you explain that picture you posted by the way?

>> No.1058562

>>1058556
Bottom picture is 224x256 using square pixels like those of a LCD display, the aspect ratio is 8:7. As you can see the moon is not a circle in this case.
In the top picture the image is corrected to have an aspect ratio of 4:3, like it would be displayed on a TV. In this case the moon is closer to a circle.
This indicates that the artist took into account that the image would be displayed on a TV and took into account the correct aspect ratio when drawing the image.

>> No.1058569

>>1058562
256x224, you mean.

>> No.1058573

>>1058562
I still don't see how this has anything to do with pixel geometry, it has to do with the clash of the aspect ratio of the signal output by the snes and the actual aspect ratio of the television

pixel is the most elementary unit of a raster image, it doesn't really matter how they're shaped, what matters is that there's a matrix of them and they have coordinates, and that's where the aspect ratio comes from

shit like dot pitch determine maximum resolution and pixel geometry apparently does influence certain things, but nobody sane creates raster graphics that depends on this shit, that'd be like putting an actual requirement on the hardware you need to own in order to view an image

my conclusion: CT developers assumed you were using a 4:3 screen and worked around the snes hardware's 8:7 aspect ratio to make shit look good

>> No.1058580

>>1058547
The scale doesn't matter, but the shape definitely does.
If you make an image out of 2:1 rectangles, it sure as fuck isn't equivalent to the same image squished to be half as wide.

>> No.1058582

>>1058580
they should look exactly the same when viewed at a distance appropriate to the display's ppi

>> No.1058583

>>1058573
>the actual aspect ratio of the television
This one is fixed at 4:3.
>and that's where the aspect ratio comes from
It would help if you specified what aspect ratio you are talking about: display aspect ratio (4:3), storage aspect ratio (8:7), or pixel aspect ratio (7:6).
>dot pitch
Dot pitch isn't really relevant to this discussion.
>but nobody sane creates raster graphics that depends on this shit, that'd be like putting an actual requirement on the hardware you need to own in order to view an image
Given that the SNES only has a few resolution modes it isn't really that difficult to take into account.
>CT developers assumed you were using a 4:3 screen and worked around the snes hardware's 8:7 aspect ratio to make shit look good
And that is precisely my point: developer made games with a TV display in mind.

>> No.1058591
File: 1.50 MB, 245x140, 1363092520326.gif [View same] [iqdb] [saucenao] [google]
1058591

>mfw using an emulator
>mfw this shader bullshit

I'll just be over here playing on my actual SNES with all the games I could ever want.

>actually having the console and the games master race

>> No.1058595

>>1057109
Oh, I actually like this one.

>> No.1058602

>>1058591
>actually feeling elitist about this

I have many consoles and I still play my games using emulators anyway because it's just so much better in pretty much every way

>> No.1058603

Y'all niggas should try using a CRT shader on a high DPI OLED display. Shit looks niiiiiiiiice.

>> No.1058624

>>1058603
Which particular display are you using?

>> No.1058626

>>1058603
Why do you guys like scanlines? They look like shit.

>> No.1058628

>>1058626
>my opinions > your opinions

>> No.1058631

>>1058628
No, really. Why do you people like slightly brighter lines running all over your fucking game as if shit was interlaced?

>> No.1058632

>>1058591
>I'll just be over here playing on my actual SNES with all the games I could ever want.
>>actually having the console and the games master race

This is completely true. One of the big advantages to the original hardware is the ability to render at its native resolution on a CRT TV. No scaling, no shaders, nothing. Just perfect out put. If you have RGB/Component cables the image is incredibly sharp.

>> No.1058636

>>1058631
>interlaced
>scanlines
Get a load of this faggot.

>> No.1058635

>>1058624
My Galaxy S4 phone.

>> No.1058637

>>1058631
>why do people like this thing i don't like

>> No.1058638

>>1058636
>as if

Reading comprehension, retard.

>>1058637
I'm asking you people to justify it, because many of you seem to think it improves image quality somehow.

All I see is the unfiltered game but with lines running all over the place.

>> No.1058649

>>1058638
Do you realize that 240p isn't interlaced?

>> No.1058651

>>1058649
Obviously I do, I was just making a comparison, a simple concept you don't seem to grasp.

>> No.1058658

>>1058651
You are called a picture with scanlines interlaced so you obviously din't know.

>> No.1058656

>>1058528
Kamiya seems determined to become king of /vr/

>> No.1058661

>>1058638

I don't think it improves image quality, because that would be a dumb thing to think, but using some type of scanline filter is a lot easier on my eyes. I don't think it's proper or superior or anything but standard no filter pixels hurt my eyes these days, especially when playing a NES or SNES game fullscreen.

>> No.1058663

>>1058658
>as if

Reading comprehension, retard.

>>1058661
Easier how? Its still upscaled pixelated shit, only with a bunch of lines on top. Why not an actual filter that actually smoothes the image making pixelated round edges round again?

>> No.1058668
File: 55 KB, 367x360, 1372110624136.png [View same] [iqdb] [saucenao] [google]
1058668

>>1058663
>Reading comprehension, retard.
I can read very well and you are fucking wrong:
>slightly brighter lines running all over your fucking game as if shit was interlaced
Interlaced signals do not have some lines brighter than others because the average time they are illuminated is the same for all lines.
Now go ahead and say that you were just pretending to be retarded.

>> No.1058676
File: 472 KB, 1192x896, retroarch 2013-08-18 19-11-13-73.png [View same] [iqdb] [saucenao] [google]
1058676

>>1058663
CRT-Geom doesn't just add lines. It also applies Lanczos scaling and a bit of gaussian blur, among other things. Yes, it has scanlines, but nevertheless the end result is very good.

>> No.1058678

>>1058676
>gaussian blur,

What's that?

>> No.1058680

Somebody post that .gif of Mario 3 with that god awful smoothing shader that made it look more like an impressionistic painting than a video game

>> No.1058683

>>1058678
Just a way of smoothing an image, but I think this shader only applies it vertically, but in a dynamic matter that depends on the brightness of pixels and other fancy shit derived from how CRT's behave, so brighter pixels appear to bloom more than darker ones.

>> No.1058685

>>1058683

So does it have lines or not?
>>1058676

that has some faint greyish lines. Is that gausian?

>> No.1058687

>>1058685
Yes, it does. However, they aren't just added artificially. They are derived from how the shader processes the image. If you notice, the darker areas of the picture have significantly more noticeable lines than the brighter parts.

>> No.1058689

>>1058668
I wasn't pretending to be anything, I literally just said scanlines look like interlaced video due to their alternating lines feel.

You're just a faggot autist literalist who's unable to interpret shit.

>>1058676
Take out the scanlines and you get a regular upscaling filter, only better. Why have a bunch of lines that don't do anything in the image?

>> No.1058690

>>1058663

Because I don't like how smoothed filters look. It's hard to explain, I feel like a gentle scanline filter softens the image while still letting my brain see the intact pixel art, which I like.

>> No.1058696

>>1058676
Game also seems so much darker than normal.

>> No.1058701

>>1058690
Scanlines add the illusion of more detail. But it's just that, an illusion.

>>1058689
Well, the shader itself was supposed to try to recreate a CRT TV as closely as possible at around 4x scale, which isn't enough for a 100% faithful recreation (you need AT LEAST 10x scale, if not greater), but it does some things well enough that I think with a few tweaks, it serves as a great upscaler, with the scanlines being the only real blemishes.

>> No.1058703

>>1058696
I believe I took that shot with gamma correction enabled, which darkens the image a bit. If anything, however, it's uncorrected emulator shots that are too bright.

>> No.1058708
File: 123 KB, 500x500, 1331393052306.jpg [View same] [iqdb] [saucenao] [google]
1058708

>>1058689
>scanlines look like interlaced video due to their alternating lines feel.
But that's wrong, you fucking retard.

>> No.1058712

>>1058701
Scanlines make it almost impossible to see the vertical grid. I literally can't discern pixels in the horizontal plane. I can see them just fine when they're laid out diagonally, though.

>>1058703
Why would they be? A real snes would have produced the exact same RGB image.

>>1058708
Whatever, autist.

>> No.1058720
File: 47 KB, 345x383, 1362895177627.jpg [View same] [iqdb] [saucenao] [google]
1058720

>>1058712
>Gets told.
>Whatever, autist.
topkek

>> No.1058726

>>1057109
Wait, which one is that?

>> No.1058727

>>1058701

>Scanlines add the illusion of more detail. But it's just that, an illusion.
Ok dude, whatever, like I said I do it to prevent eye strain and it works. You seem to be getting awfully worked up about this.

>> No.1058729

>>1058712
Not really. You have to take into account that CRT TVs had a higher gamma than computer monitors (typically 2.4, as opposed to 2.2). The shader has an option to recreate this higher gamma.

Also, keep in mind what emulators output is the raw stuff going on inside the SNES hardware. In reality, that image undergoes some changes on the way out, particularly in regards to color. Even using RGB out, you will not get exactly the same image on a real system, especially if you're using something other than a modded SNES Mini, since most SNES systems actually have kinda muddy RGB output.

>> No.1058731

>>1058727
I'm not the guy you're arguing with.

>> No.1058735

>>1058729
Well, it IS an SNES emulator. If you connected an SNES to a computer monitor, you'd hopefully get the same output as the emulator gives you.

Seems like you guys want a CRT plus video cable emulator on top of the SNES one. I mean holy shit.

>> No.1058738

>>1058731

I'm not arguing with anyone, this is my third and probably last post here. I'm getting the impression this is a really dumb thread.

>> No.1058740

>>1058735
>If you connected an SNES to a computer monitor, you'd hopefully get the same output as the emulator gives you.

You won't. Again, the hardware does not output such a pretty little picture in the end. As I just said, even using RGB , the SNES really doesn't output exactly whatever is going on within its VRAM or whatever, especially given most models' imperfect RGB out.

>> No.1058910
File: 3 KB, 250x242, 1363276066101.png [View same] [iqdb] [saucenao] [google]
1058910

>>1058726
>>1057109
Anyone?
Is it an LCD filter?

>> No.1059819

>>1055940
>caring about graphics

>> No.1059827

oh good this thread again

not even going to read this

can you assburgers please troll on /v/ instead, you're just shitting things up

and yes, this too is a shitpost

go away

>> No.1059956

>>1058726
http://forum.themaister.net/viewtopic.php?id=832

>> No.1059980
File: 23 KB, 3840x240, RetroArch-0909-194406.png [View same] [iqdb] [saucenao] [google]
1059980

Protip: You can use an extremely large horizontal resolution while using a 240 line vertical resolution on a CRT monitor @ 120hz for maximum authenticity.

>> No.1059985
File: 54 KB, 323x454, 1335368930518[1].jpg [View same] [iqdb] [saucenao] [google]
1059985

>>1059980
Seriously, why would you do this?

>> No.1059990

>>1059980

Forgot to mention that it is to get around scaling issues with games having different horizontal resolution, at that resolution you can stretch everything to the full width and you won't see any scaling issues because individual horizontal pixels are too small for your CRT to resolve (also because 3840 is a common multiple of 240, 256, 320, and 384)

>> No.1059991

>>1059980
What is that? DW? Cause DW is shit.

>> No.1059993

>>1059985

So I don't have to set a custom resolution for each system and game. This one works for everything.

>> No.1059994

>>1055940
Most certainly not that one.

>> No.1059995

>>1059991
It's some SNES Dragon Quest.

>> No.1060007

>>1059990

Also you can use filters/shaders more effectively than with 320x240 or such since you have a horizontal resolution to work with while keeping a low vertical resolution. NTSC filters look really authentic with this setup, it looks like garbage at 320x240.

>> No.1060019

>>1059990
You should also set the vertical resolution to 3360 (the common multiple of 224 and 240) then.

>> No.1060023
File: 2.78 MB, 3264x2448, IMG_20130909_195202.jpg [View same] [iqdb] [saucenao] [google]
1060023

>>1059991

Dragon Quest I Remake

By the way here's what it actually looks like when my CRT outputs that image

>> No.1060036

>>1060019

Not only do I not want to do that, I can't anyway since this CRT only syncs to around 960 vertical resolution at 60hz.

Keeping the vertical resolution low preserves the "low res" look, horizontal resolution is irrelevant since it gets squished to 4:3. So it appears exactly the same as if it were 320x240 or 256x240 or whatever

This is why CRTs are great - they don't have anything like a native resolution so you can do things like this.

>> No.1060241

>>1059827
>actual discussion
>shitposting

>> No.1060278
File: 174 KB, 960x895, peasantwhoa.jpg [View same] [iqdb] [saucenao] [google]
1060278

>>1060241
>filters
>anything but shitposting

>> No.1063913

>>1059827

>le upboat

>> No.1063962
File: 364 KB, 1196x896, retroarch 2013-09-11 03-28-43-16.png [View same] [iqdb] [saucenao] [google]
1063962

>>1058676
Now without scanlines.

>> No.1064608

>>1060278
>things I don't like are shitposting

Pixel purist logic

>> No.1064643
File: 113 KB, 680x680, f5753870a40ccef114a6cb88e7f48531.jpg [View same] [iqdb] [saucenao] [google]
1064643

>>1058676

>> No.1064647

>>1058676
If my crt looked like that I'd ask for a refund

>> No.1066273

>>1064647

ha

>> No.1067260

>>1059956
Thank you very much

>> No.1069313

smoothing shaders are a 10+ year trolling campaign.

>> No.1070396

>>1063962
That does look a LOT better, thanks for posting it. Basically what I was saying the entire later part of the thread.

Scanlines are bullshit.

>> No.1070401

>>1069313
Only CRT autists get mad over them.

>> No.1071861

>>1070401

>use a superwide 240p resolution (3840x240) on CRT monitor
>put on xBR shader

Interesting...

>> No.1071880

>>1055958
thats a radio

it literally means double super

>> No.1071901

>>1058541
Legitimately curious, since I grew up using ZSNES, what makes the others better?

I used SNES9x for a while just because, and I know nothing about the technical aspects of either. Care to fill me in?

>> No.1071903

>>1071901
>>1071901
oh and by grew up i meant i've been using it since i was like 13 or 14 or whatever

>> No.1071951

>>1055940
Use Blargg's NSTC filter (composite) for a look similar to playing on a CRT. Comes with SNES9X v. 1.53 I think

>> No.1072237

>>1071901
>>1071903

I grew up with zsnes too

zsnes has screwed up sound emulation, I think that's one of the most noticeable flaws, some games straight up don't work, especially in the netplay versions

there's also a lot of minor incompatibilities that result in graphical glitches and the like, tons of hacks like the zelda intro and starfox gameplay speed

byuu (creator of higan/bsnes) documented a LOT of examples but I can't seem find the post

anyway just use snes9x, it's the current go-to emulator for all your needs, it's better in every way and much more pleasant to use due to native windows interface

for maximum accuracy go with higan/bsnes, needs monster PC though

>>1071861
yes

>> No.1072312

>>1072237
I use bsnes on a laptop with integrated graphics and it works very well. It is more taxing than Snes9x, but you don't need a monster PC to run bsnes. It used to be that way a few years back though, I remember when I first tried using it it ran reeeally slow, but it's improved a lot.

I grew up with Snes9x, but I stopped using it because later versions auto-registered all possible SNES rom file extensions as Snes9x files. And like the bsnes author explains, that's a whole ton of them. I really disliked that, so I looked for an alternative. ZSNES had a great interface, but a lot of problems, it couldn't even run Actraiser 2. So I tried bsnes again and it worked well, so far it's given me no problems at all.

I think both Snes9x and bsnes are good emulators right now, but I'd love for ZSNES to catch up and fix its issues as well so nobody would have to argue anymore.

By the way, is this the article you're talking about regarding ZSNES? http://web.archive.org/web/20121030180811/http://byuu.org/bsnes/accuracy

>> No.1072334

>>1072312
>zsnes
>catching up

will never happen

the developers have an unmaintainable piece of shit unportable assembly code base nobody cares about and tons of bug reports to go through

I bet they'll lose interest since they've been obsoleted anyway, and nobody will be willing to pick up after them because nobody is autistic enough to write x86 assembly in 2013

>> No.1072335

>>1072312
yeah that's the article

>> No.1072367

>>1072334
>nobody is autistic enough to write x86 assembly in 2013
I beg to differ.

>> No.1072376

>>1072367
compilers probably does it a lot better than you do, so if you start or take up maintenance of a 100% assembly user application project it makes you fucking insane

>> No.1073906

>>1072312
>>1072334

zsnes is going to catch up.

>> No.1074908

>>1073906

but only with zmz.

>> No.1075086 [DELETED] 

>>1058528
>Kamiya

NOT RETRO MODS GET IN HERE DESTROY THIS SHITPOSTING FAGGOT, GO BACK TO /v/ YOU PIECE OF SHIT

SDFKJHAKJSDLFCKJAODOJKBOAIJFE

>> No.1075091 [DELETED] 

>>1058528
Not fucking retro shitposter, back to /v/ with you.

>> No.1075109

>>1075086
>>1075091

Don't you have some "Why isn't Dreamcast retro?" thread to make?

>> No.1076140

>RETROARCH IS GOOD GUYS IT MAKES YOUR GAMES JUST LIKE THE DEVELOPERS INTENDED

>> No.1076152
File: 228 KB, 613x553, Untitled.png [View same] [iqdb] [saucenao] [google]
1076152

I like NTSC in puNES

>> No.1076161

>>1076152
>I like NTSC in puNES

What's the difference over other palettes?

>> No.1076162

Do I need to use Gamma ramp .cg if I use a CRT monitor?

>> No.1076205
File: 352 KB, 1920x1080, Screenshot.png [View same] [iqdb] [saucenao] [google]
1076205

VBA-M has some great filters.

>> No.1076206

>>1076205
just like the developers intended it, beautiful


lol

>> No.1076475

>>1076205
now those are some great scanlines.

>> No.1076489

>>1076205
oh god please stop,

if you want to use the horrible scanlines at least use them properly
you can modify the scanline filter .cg to make it compatible with gba aspect ratio , i just forgot how , but you only had to modify one line of code, ( the y res and x res)

>> No.1076492

>>1076205
why can't i hold all this artistic vision

>> No.1076494

>>1076205
Looks like shit and hurts my eyes. Bravo!

>> No.1078460
File: 33 KB, 346x347, 1376544166610.jpg [View same] [iqdb] [saucenao] [google]
1078460

>>1073906

>> No.1078486

Can I just have the easy way out and a good filter like >>1058404 that I can drop in a Snes9x folder?

>> No.1078541

>>1078486
http://pastebin.com/pAgR3ztN

Copy all the text, save it as a .cg shader, run it in Snes9x.

>> No.1081841

>tweaking filters for hours instead of playing the fucking games

emulatorfags are the worst

>> No.1082114

>>1081841

One day we'll get a good filter. Just you wait.