[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 141 KB, 1021x242, image.png [View same] [iqdb] [saucenao] [google]
4439375 No.4439375 [Reply] [Original]

>> No.4439380

I like nearest neighbor and crt aperture grille shader

>> No.4439382
File: 476 KB, 1366x768, rnm12.png [View same] [iqdb] [saucenao] [google]
4439382

how's this

>> No.4439383

>>4439375
I like how that center image destroys detail. Because that's just what you want. An image with less detail than a 30 year old video game.

>> No.4439391

>>4439375
don't.

>>4439382
nostalgia faggotry

>> No.4439396

MEME

>> No.4439986

https://www.youtube.com/watch?v=G6oq4OfE8tg

>> No.4439994

I'm fine with bilinear x2

>> No.4440004

>>4439375
They can be good or bad. There's a shitload of different types and depending on the game and filter they can either enhance the visuals or completely shit on them. Some games might need a filter to blur dithering correctly, some things look better with scanlines, it depends.

>> No.4440031

>>4439391
Well no shit, it's a trashy video game made by some woman that only made commercial manga/anime. But that's fine. You gotta get women into video games one way.

>> No.4440038

>>4439375
Nearest neighbor is the only "filter" you need for old games if you're not playing on real hardware. Anything else just gets in the way of the game.

>> No.4440076

Since the last retroarch shader update the lottes shaders I like don’t Work.

For most stuff I use easymode halation and up the glow a bit or if dithering is required, like with sonic 2, I use an ntsc s-video filter. Failing that just very faint scanlines works nicely especially emulating on a Wii

>> No.4440083

>>4439383
what do you mean, less detail? it's all there. I don't like it either, but it doesn't destroy any information

>> No.4440108

>>4439375
I don't like them.

>> No.4440112

>>4440083
It fucks up the blue shell.

>> No.4440138

>>4440112
hm ok that's true

>> No.4440140

>>4439382
breddy good

>> No.4440142
File: 156 KB, 640x640, filters.jpg [View same] [iqdb] [saucenao] [google]
4440142

>> No.4440183
File: 162 KB, 1024x768, 1499309778235.png [View same] [iqdb] [saucenao] [google]
4440183

>> No.4440317

>>4440183
What's that

>> No.4440336

>>4439375
nearest is all you need

>> No.4440340

>>4440317
Non bilinear filtering

>> No.4440353

Nearest neighbor for 2D.
3D games I treat like a PC game. HD, AA, widescreen when it works.

>> No.4440389
File: 193 KB, 619x597, 1477557365347.jpg [View same] [iqdb] [saucenao] [google]
4440389

>>4439375

>> No.4440396

>>4440183
This one looks nice.

>> No.4440401

>>4440112
It (should) still be non-destructive though. If you resampled the image at the original scalefactor it should look the same as the nearest neighbor result (i.e. the difference should only be how it tries to fill in "extra" detail). It really does fuck up the shell though.

>> No.4440404
File: 85 KB, 680x680, 1482000948943.jpg [View same] [iqdb] [saucenao] [google]
4440404

>using filters on a non-3D console

>> No.4441698

>>4439382

When people use shaders to add artifacts we used to try to get rid of (like moire patterns), then they've jumped the fuckin nostalgia shark.

>> No.4441818

>>4440112
it also makes the rectangles at the bottom round and marios eyes too small

hq4x is the best of the three examples

>> No.4441867

>>4441818
>hq4x is the best of the three examples
What makes it better than nearest neighbor?

>> No.4441923

>>4439382
The scanlines are scaled improperly, but it's better than raw. Any OCD fag would go nuts though.

>> No.4441936
File: 1.34 MB, 3280x2460, 1416662606397.jpg [View same] [iqdb] [saucenao] [google]
4441936

>>4440083
HQx filters fuck up certain patterns and also start glitching with transparencies. They're not goo to use.

>>4440336
>nearest is all you need

>> No.4441960
File: 658 KB, 1920x1280, crtemulation.jpg [View same] [iqdb] [saucenao] [google]
4441960

are there any filter that more accurately simulate a crt tv like this? i feel like a lot of the problem of filters on lcds looking weird has to come from not really trying to emulate the way a crt actually displays light in the first place. with 4k displays coming in, i feel like it would be really cool

>> No.4441963

>>4441960
full size the pic and turn the brightness on your monitor up to get the effect

>> No.4442072
File: 60 KB, 3072x2160, Super Metroid.png [View same] [iqdb] [saucenao] [google]
4442072

>>4439375
I think this would be my ideal look for retro console vidya. 12x horizontal upscale, 10x vertical, just a tad wider than true 4:3, but integer scaling all the way to fullscreen 2160p, at the cost of extra overscan cutoff. Then a simple pure black scanline effect, 4 pixel rows tall.

Is there a way to achieve this? Right now I'm only on Android emulation because I've already set up auto-synced saves between my TV box and handheld and everything's working well enough. But if I could get this I'd put forward the effort in setting it up.

>> No.4442136

>>4441960
looks good

>> No.4442147

>>4441698
Literally nothing wrong with that.

>> No.4442190

>>4442072
you can do this in retroarch, but honestly I'm so fed up with it, it HATES the end user.

inb4 "gitgud" assholes: I actually got it working perfectly, faggots. But that doesn't make it any friendlier/easier to use.

>> No.4442219
File: 314 KB, 1280x1024, retroarch 2017-07-26 22-58-50-71.jpg [View same] [iqdb] [saucenao] [google]
4442219

I am done shilling for this particular shader but, despite some flaws it is the best CRT interpretation I ever seen on LCD.

>> No.4442245
File: 225 KB, 1280x1024, retroarch 2017-02-12 13-22-05-51.jpg [View same] [iqdb] [saucenao] [google]
4442245

>>4442219

>> No.4442349

>>4442219

What is it?

>> No.4442401
File: 110 KB, 961x725, Screenshot_2017-12-05_18-33-13.jpg [View same] [iqdb] [saucenao] [google]
4442401

SNES9X's NTSC CRT filter is pretty nice. I prefer the scanline on the lowest intensity so there is just a hint of it. You can also add artifacts and bleed and all that for feeling.

>>4442072
Don't you find that that scanline much too dark?

>> No.4442751

>>4442245
Needing to tripple your distance to the monitor isn't a good sign.
Do it even strobe, because if it doesn't, it doesn't add enough noise to be good.

>> No.4442781

>>4442219
name you faggot

>> No.4442892
File: 303 KB, 1280x1024, 1459297693914.jpg [View same] [iqdb] [saucenao] [google]
4442892

>>4442751
it actually does

>>4442349
>>4442781

Analog Shader Pack version 3\Televisions\curved\Boob Tube\S-video
Or pic related.
Analog Shader Pack version 3\shaders_cg\Analog Shader Pack\SVIDEO

https://forums.libretro.com/t/analog-shader-pack-version-3-is-here/5493/1

>> No.4443103

>>4441960
Filters are getting better and better by the day. There are some seriously impressive crt ones.

>> No.4443392

>>4442892
I really like "the Atari" from the analog shader pack, but it doesn't seem to work on n64 games.

>> No.4443394

>>4442401
I don't think so. Might depend on the game, maybe take it down to 3 pixels tall if it's too much. But I really want it to be pure black, I don't like scanline filters that only darken the rows.

>> No.4444349
File: 510 KB, 1373x897, 2002-01-01 19-02-16-67.jpg [View same] [iqdb] [saucenao] [google]
4444349

Why would anyone use crt shaders? They were a thing because of the technical limitations not because of the style or color blending or anything else. What is the point? When I got my first lcd I was blown the fuck away by the picture why would anyone want to go back? No really crt shaders is the only thing I don't understand.

>> No.4444351

>>4441960
What filter is this?

>> No.4444357

>>4444349
Because they look nice.

>> No.4444363

>>4444349
Some games really were designed around the CRT to get the best possible picture quality, though. It really depends on how old the game you're playing is.

>> No.4444369

>>4444363
Sega MD/Genesis sure. SNES some maybe. Most of PS1 - no.

>> No.4444370

>>4439375
>no dof
Are you serious?

>> No.4444371

>>4444369
>Most of PS1 - no
One could argue that any early 3D game relied on CRTs blurriness for AA.

>> No.4444374

>>4444371
If you mean silent hill then yes. But most 2d games - not all some like vandal hearts are exceptions - look better as is with pixelation.

>> No.4444378

>>4444371
>>4444374
I'd argue it's around the Dreamcast when LCDs start looking better for games than CRTs. Except maybe for all the 2D arcade ports on it.

>> No.4444483

>>4439382
I feel like most CRT shaders just give you the byproducts rather than what's actually important about an actual CRT display. Sure, the scanlines are the most apparent thing in an actual CRT, and there is some appeal to them, but I feel that that charm really only exists when you have the warmth that only a genuine CRT gives off.

>> No.4444490
File: 1.36 MB, 2344x896, crisppixels.png [View same] [iqdb] [saucenao] [google]
4444490

Kinda complicated. Some games look great with sharp pixels (most NEOGEO games come to mind, KOF99 especially) and filters are just "almost there" without really giving you what you're after (>>4444483), though sometimes you get stuff like this in which case the absence of a filter actually messes things up.

>> No.4444508

nearest neighbor and only nearest neighbor

>> No.4444516

>>4444508
Is that the same thing as pixelated in retroarch or not?

>> No.4444546

>>4442401

Pic is of an LCD shader (meant to replicate low LCD resolutions like Color Gameboy), not a CRT one.

>> No.4444551

>>4442072
There should be SOME bloom into the scanlines and some minor bleed.
That's too clean. CRTs used phosphors, so there was no way to block light from entering the scanlines, a little bloom always got into them.

>> No.4444607

>>4444516
Kind of. The pixelated filter is to make sure the pixels are shaped correctly if you aren't using an integer scale, or something like that.

>> No.4444623

>>4444607
Could it be named just nearest in retroarch?

>> No.4444673
File: 1.28 MB, 1176x900, Shining Force II (U) [!]-171206-210846.png [View same] [iqdb] [saucenao] [google]
4444673

Easymode halation isn't exactly scanlines but I think it looks very good and improves image quality compared to original pixels. I don't like thick black lines or screen distortinon.

>> No.4444681

>>4439375
>input lag
no thanks.

>> No.4444728
File: 1.42 MB, 2700x1804, handhelds1.jpg [View same] [iqdb] [saucenao] [google]
4444728

Also sometimes you just have to use them.

>> No.4445032

>>4439986
I like the accuracy, but I hate the border.

>> No.4445034

>>4441818
You ever seen a rectangle stone?

>> No.4445062

Are crt scanlines really so much better than nearest neighbour? I don't see much difference desu.

>> No.4445117
File: 20 KB, 450x380, IC28409.jpg [View same] [iqdb] [saucenao] [google]
4445117

>>4439375
Bilinear

>> No.4445139

>>4444490
Pic related doesn't make any sense though, a CRT can display the left image completely as is, just like an LCD has no problem displaying the right one with no enhancements or filters.

>> No.4445141

>>4444490
>>4445139
Not to mention, is that supposed to be the Genesis version? You're applying a SNES filter, so it's just plain wrong.

>> No.4445151
File: 156 KB, 961x725, Composite goodness.jpg [View same] [iqdb] [saucenao] [google]
4445151

>>4444546

Really...

>> No.4445509

>>4444551
I noticed that on PVM footage I've seen. Brighter colors intrude far more into the scanlines, making them appear thinner. I'd certainly take that if I could get it, but the main thing I'm looking for is sharp, integer-scaled pixels with pure black scanlines.

>> No.4446713
File: 367 KB, 1280x960, retroarch 2016-01-06 01-02-05-67.jpg [View same] [iqdb] [saucenao] [google]
4446713

>>4445032
You can get rid of the border, in part, in whole, change the color.

>> No.4446717
File: 359 KB, 1280x960, retroarch 2014-07-09 14-46-48-43.jpg [View same] [iqdb] [saucenao] [google]
4446717

>>4446713

>> No.4446719
File: 402 KB, 1280x960, retroarch 2014-07-07 17-09-32-80.jpg [View same] [iqdb] [saucenao] [google]
4446719

>>4446717

>> No.4446723
File: 170 KB, 1280x960, retroarch 2014-07-09 17-33-08-97.jpg [View same] [iqdb] [saucenao] [google]
4446723

>>4446719

>> No.4446729

>>4444483
>when you have the warmth that only a genuine CRT gives off.

Don't bring that audiophile bullshit in here. If you want warmth sit by a fuckin fire.

>> No.4446730

>>4446719
>>4446723
>>4446717
That certainly brings the nauseating colors of the gameboy to life. References to the gameboy as "black and white" have always triggered me.

>> No.4446731

>>4444374
>But most 2d games - not all some like vandal hearts are exceptions - look better as is with pixelation.
Virtually all 2D retro era console games look exceptionally better without heavy pixellation.

>> No.4446735
File: 394 KB, 1280x960, retroarch 2014-07-09 17-33-52-83.jpg [View same] [iqdb] [saucenao] [google]
4446735

>>4446730
It was monochrome. GBC did have black and white. And there were at least a few different panels for various models of original gameboy, some were green, some were golden, I think there was also a black and white one possibly but I forget. GBC did do black and white primarilly - well, light beach sand tan colored at least not really "white". Something closer to attached image.

That's why it's absurdly difficult to get down "palettes" for the system because it actually wildly varied.

>> No.4446737

>>4444483
Won't have accurate CRT emulation until there is "light bloom" style color bleeding. Emulating the way a CRT works requires graphical effects, not just throwing some line filters on it.

>> No.4446739

>>4446730
>>4446735 er... >>4446713
is really closer to the color of the GBC The last picture was more like the GBA/DS screens - the lites were definitely more bright white though.

>> No.4446747
File: 459 KB, 1280x960, retroarch 2014-07-09 17-19-52-12.jpg [View same] [iqdb] [saucenao] [google]
4446747

>>4446735
And just to finish off gameboy filters - here's super gameboy CRT style.

>> No.4446748
File: 2.89 MB, 896x672, RGB vs NTSC.webm [View same] [iqdb] [saucenao] [google]
4446748

Be honest now.

>> No.4446751

>>4446748
I've honestly hated the rainbow effect ever since I was a kid.

RGB looks the best in that webm because it doesn't blur the rest of the game for one effect.

>> No.4446758

>>4446748

Composite as expected.

I use another s-video filter in the shaders that fixes the dithering/transparency effect without blurring the rest of the game as much like this Anon says:

>>4446751

>> No.4446763

>>4446713
What shader and settings plz?

>> No.4446769

>>4439375
All of them are awful. Integer upscaling or fuck off.

Also, fuck off with fake CRT filters that look nothing like my CRT TVs bought in the 80s or 90s. Maybe earlier decades had eyecancer like that.

>> No.4446781
File: 771 KB, 2400x900, Dragon Quest III - Soshite Densetsu e... (Japan) [En by DaMarsMan v1.0] (~Dragon Quest III - Into the Legend)-171207-011443.jpg [View same] [iqdb] [saucenao] [google]
4446781

>>4446769
It's not about looking like true crt it's about looking better than without them.

>> No.4446782

>>4446717
The detail can finally be appreciated with that filter. As is the case with most old 2d games imo.
>>4445509
What is PVM?

>> No.4446797

>>4446730
There's variations of that filter for the pocket and light GBs as well.

>> No.4446805

>>4446748
I'll have to go with svideo there. Sometimes the composite setting is nice for some games, but in Sonic 1 the waterfall does this weird rainbow flicker thing if the screen is scrolling. I don't like it.

>> No.4446808

Am I retarded for liking caligari more than easymode halation? novol

>> No.4446817

>>4446808
>novol
Strange. I didn't type that. I'm scared guys.

>> No.4446823
File: 2.32 MB, 1440x1080, Sonic 2 Adventure Edition-171207-131201.png [View same] [iqdb] [saucenao] [google]
4446823

>>4446817
What a novol post.

Also fuck it might as well post my filter setup. I normally prefer to play in a 16:9 aspect ratio but I've set it back to 4:3 for this image.

>> No.4446834

Just raw 4x multiplication of each pixel.
I want them perfectly crisp

>> No.4446881

>>4446805
The rainbow flicker is there with S-Video too on a real console ya dummy.

>>4446751
Besides, where do you see the rainbow effect with composite on >>4446748?

>> No.4446895

>>4446881
I should have clarified better, I'm sorry. I'm not talking about a CRT, I'm referring to RetroArch and that NTSC filter he's using. The rainbow flicker happens in that emulator if you use the composite setting and scroll the screen. It doesn't happen with the svideo setting but still blurs the image, and that was why I said I prefer it that way.

>> No.4446910

>>4446881
>Besides, where do you see the rainbow effect with composite on
I don't, but it usually comes up when someone posts that screenshot. Knee-jerk reaction.

Plus I was expecting some retard to say that since I prefer clean pixel that must mean I've never played the real thing.

>> No.4446962

>>4443103
dude that looks like shit lol, all it did was put a grid of grey lines over the picture, scalines arent caused by physical lines so trying to emulate the effect with physical lines over top is just stupid.

>> No.4446971

>>4446962
I don't even like filters, but you seem to have a lack of understanding of how they work.

>> No.4446996

>>4446763
dmg-shader

Settings, my own.

>> No.4447037

how, its literally a post processing effect which is just an overlay over the original image

>> No.4447054

>>4447037
There are filters more advanced than an image overlay. Just look through the thread.

>> No.4447060

>>4439986
Things I've wondered about this game: why the fireballs moved like that and why no kicking shells.

Was it a processing power issue, it being an early release?

>> No.4447065

>>4447054
what it needs to do is seperate each pixel into a red blue and green dot and actually function like a crt, 1080 should be enough damn space to work with

>> No.4447067

>>4447060
That's one possibility. The game was also not directed by Miyamoto and Mario 3 wasn't out yet, so there was room to experiment with what worked and what didn't in a Mario game.

>> No.4447214
File: 724 KB, 2048x949, 1491467949281.jpg [View same] [iqdb] [saucenao] [google]
4447214

>>4447065
>1080 should be enough damn space to work with
You'd be surprised how much space pixel scaling requires.

Let's look at a game with 320x240.
at six pixels per pixel height and width 36 pixels in total area, you have 1920x1440. That's barely enough to draw an extremely crude retroesque circle per pixel.

Adding a single thicker line betwen each row of two pixels would give you only four pixels of height to work with. So pulling off something elaborate like simulating an actual screen would take a huge resolution.

>> No.4447260

>>4446737
Already a thing.

>> No.4447274

>>4447260
Names of shaders?

>> No.4447275

>>4447274
CRT Royal, for one.

>> No.4447278

>>4447274
I forget the name of the one I used for a while. It had screen curvature but it was easy to edit out.

>> No.4447330

>>4447214
I just hate how dark all shaders look, literally none of them have the bright whites like a crt would

>> No.4447335

>>4447330
As someone working on a shader, that because it's REALLY FREAKING HARD to not darken the image.

Adding scanlines effectively cuts the brightness by half, and then if you want to add sub pixel effects, you loose even more brightness.

>> No.4447369

>>4447335
is there anyway to take each pixel of the game and render middle of the pixels most vibrant and darken as it gets further away from the point of focus. I mean they got funny ass fake 3d in some NES emulators so Im sure this can be done, again might go back to what you said earlier about not having enough resoultion to work with. but instead of working with black lines like you were saying make each pixel in the game 6 pixels high on screen and have the 2 middle pixels the bright green (just an example) and then have slightly darker above and below and slightly darker above and below that, not really dark but different enough from the middle pixels. Has anyone ever tried that? I think it would emulate the effect quiet well.

>> No.4447372

>>4447369
basically just taking every line and having it go dark med bright bright med dark dark med bright bright med dark dark you get it. Just the way the image is rendered before its even output to screen instead of using post processing effects.

>> No.4447590

>>4446723
Needs a slight drop shadow.

>> No.4447607

>>4446748
None at all looks best.

>> No.4448547

God damn it you faggots got me using RetroArch in this thread and now I can't go back. The only thing is that Higan on its own is better than the core in RA.

>> No.4448886

I have never seen a good filter for any game, 2D or 3D. They always look like complete shit and I don't understand how anyone likes them.

Especially pixel games. That shit is fucking timeless and you go and fuck it up with some garbage that looks like a child tried tracing with the fattest sharpie they could find.

>> No.4449048

>>4444483
I feel like the warm colours are the most important part of a CRT image, scan lines are secondary and more to the point, CRTs display make the individual pixels stand out, none of this filter bullshit.

>> No.4449071
File: 273 KB, 189x189, s3.gif [View same] [iqdb] [saucenao] [google]
4449071

What shader gets rid of the motion blur from LCDs?

>> No.4449080
File: 1 KB, 8x40, 5xscanline.png [View same] [iqdb] [saucenao] [google]
4449080

>>4447369
>>4447372
That's what I do, the problem is, the scanline alone requires 5x scaling (vertical), which means you need a 1920x1200 monitor to run the shader at native res.

Here's the pattern I use to create the scanline

>> No.4449091
File: 24 KB, 96x64, ShadowMask.png [View same] [iqdb] [saucenao] [google]
4449091

>>4449080
This is the pattern I use for aperture grill sub pixel effects. With it, a single pixel takes up 6x4 pixels on the monitor. Using it with the scanlines means that the image has to be scaled even larger.
To really use these accurate filters, you need a pretty high resolution monitor.

I'm still working on this, so hopefully I can reduce the resolution some and maintain the brightness.
The aperture grill effect also needs some work because it doesn't play nice with the scanline effect at the moment.

>> No.4449093

>>4449091
Derp, sorry, that's shadow mask, not apeture grill.

>> No.4449097

>>4439375
Composite filter, the way it meant to be prayed.

Regular pixels for PC master race games.

>> No.4449218

>>4444349
Why do people like analogue sound? Strictly speaking it's corruption of a signal, due to technical limitations of tape/vinyl/valves, etc - but it's an artful form of distortion and people like how it sounds.

>> No.4449339

>>4444349
But that's wrong.
CRTs have superior black levels to LCDs, and much better color reproduction. Only OLED or Plasma screens are as good as CRTs when it comes to those areas.
Obviously a shader can't implement that though.

The other thing is that the bloom from the phosphors on a CRT create a rudimentary anti-aliasing effect, which many retro games use to blend colors or create the illusion of details.

>> No.4449551

Ordinarily I just go plain integer scaling. If it's a case where the developer was deliberately and actively making use of crt blurriness or NTSC artifact colors in their art design, then fine, just filter my shit up. But "scanline" filters can fuck straight off, they add nothing and they're not even "historically accurate" unless your TV was completely garbo.

>> No.4449568

>>4439986
That looks really good, has that 3D look if you know what I mean

>> No.4449571

>>4440404
>playing non-3D consoles without filters on modern TVs

>> No.4449578

>>4449571
jesus why would anyone do this

>> No.4449770

>>4446962
the grey lines are the mask, which ARE part of a crt TV. the mask is different from the scanlines; they are two seperate phenomena

>> No.4449780

>>4447065
that's what i did in my photoshop mockup here:
>>4441960
in my mockup, both the phosphors and mask are represented, although i overlayed a little bit of the color of the original upscaled image overtop the virtual phosphors for the sake of brightening up the image a little. the main problem is that when you faithfully represent virtual phosphors with a blue line of pixels only showing black to rgb 0,0,255, green line of pixels only showing rgb 0,255,0, etc, the perceived brightness of the displayed image somewhere around 1/3 the original image. this is because instead of show for example full on white pixels, you're showing full on red, green, and blue pixels near each other so the eye perceives white (this called something like in-eye mixing i forget). turning up the monitor brightness a lot does let you return the crt simulated image to its original brightness, however,

>> No.4449783

>>4449780
something to note is the scanlines are not really accurate; but to be honest, when you actually look closely the image a console will output onto a crt tv, it looks very similar to basically a blurred upscale of a low resolution image with the phosphor and mask effects on top, although it's a little more complicated than that but it would be hard to describe how

>> No.4449791

>>4441698
>>4439391
Nostalgia?
on /vr/?
doubt it

>> No.4449918

>>4449071
Getting a 144hz monitor.

>> No.4450174

>>4444349
what game is this?

>> No.4450180

>>4450174
nevermind i found it

>> No.4450182

>>4449918
I can buy 10 PVMs and 5 crt monitors with that money

>> No.4450191

>>4446729
lmao

Because of all that heat I once found an entire ant colony under my 17'' samsung, with eggs and everything

>> No.4450195

>>4449918
120hz is enough.

>> No.4450368

>>4449048
>the warm colours
That literally doesn't mean anything. Unless you meant properly calibrating your display to 6500K in which case, you can do that with non CRT TVs as well.

>> No.4450369

>>4450195
Actually even with 144Hz it's not enough. It's still there just a whole less than not. Even with ULMB LCDs still aren't clear in motion as CRTs in highspeed testing and leave behind ghosting.

>>4441698
No one's trying to add moiring. That's a natural occurence with repeating patterns scaled and played through other repeating patterns.
https://www.youtube.com/watch?v=QAja2jp1VjE

>> No.4450375

>>4450369
If even 144Hz LCD panels with strobing can't reach CRT motion clarity
Then what's even the point of shaders or playing any 2D game at all when all the effects get blurred as soon as the camera starts moving in any direction?

>> No.4451048

>>4450182
Then why are you in this thread?

>> No.4451278

>>4446781
Which filter are you using here anon?

>> No.4451883

>>4439375
>that image

Holy fucking hell. I forgot about this, people were eating that up right away. The article was fun to read, too bad their "scale" was 100% bullshit that never actually existed in the first place.

>> No.4453967

>>4449791
Nostalgia and Nostalgia faggotry are different things

>> No.4454679

>>4451883
You mean from http://johanneskopf.de/publications/pixelart/, mirror of Johannes Kopf the Computer Scientist at Microsoft's personal page.
That white paper? The one that was presented to siggraph in 2011 that explained the math?

http://kesen.realtimerendering.com/sig2011.html

The existence of a filter doesn't mean in an easily useable shader language that's implemented by your favorite emulator. I've got a program that let's me apply run images as 3D applied textures and I can run sweetfx filter over it with strict SMAA but I still don't have an SMAA shader for any of my emulators written in GLSL, FX, HLSL, etc...

>> No.4454845

>>4440183
textures look like the DS version

>> No.4455012

I think there should be a very distinct separation between filters that aim to emulate a CRT screen and those filters using an algorithm that aims to remove pixelation and creates a vector graphics like image. The first undertaking is commendable, the second is comedy at best and horror at worst, when you realize that there are actual tastelets out there who play games like that. Probably third world scum that grew up playing free flash games, making them grow attached to actual shitty ass vector graphics of the shit games they played.

>> No.4457092

>>4446781
>>4451278
Seconding this, nice filter

>> No.4457705
File: 210 KB, 860x698, dream_q04hrpm7g9a.jpg [View same] [iqdb] [saucenao] [google]
4457705

Don't give up, don't give in.

>> No.4457732

I love the look of an authentic CRT TV, so I kept one

I also play on PC but I can't fucking stand CRT shaders. Color bleeding and artifacts are just a part of it, but you're leaving out a whole lot. ""Scanlines"" aren't really lines, it's a residual effect of the subtle changes in light intensity from one pixel to another. It can't be replicated with simple bloom and smudges on a flat light display.

I can only assume people who use them haven't looked at an actual CRT TV for years and can't compare how it looks.

>> No.4457735
File: 48 KB, 1024x960, sharpfamicom.png [View same] [iqdb] [saucenao] [google]
4457735

>>4439375
they hurt my eyes

>> No.4457932
File: 1.54 MB, 1322x1080, Digital Devil Story - Megami Tensei (Japan)-171205-183639.png [View same] [iqdb] [saucenao] [google]
4457932

Using this right now but the rainbowing might be overkill, the background here is a grid of alternating black and white pixels apparently. Never had a famicom so I'm not sure if it's that bad on a real one.

>> No.4457935

>>4457932
Though I should point out that the rainbowing pattern changes every frame (I think) so it's barely noticeable on the text while playing

>> No.4457939

>>4457705
vectorman looks great

>> No.4457947
File: 186 KB, 1024x768, mr__krabs_s_eyes_burn__by_tomandjerry123456789-d6visq0.jpg [View same] [iqdb] [saucenao] [google]
4457947

>>4457932

>> No.4457954

>>4439382
Every time I see something ranma related I get the urge to download the manga. However if that truely is a emulator it looks like a composite signal being viewed on a pc via capture card. AKA not a very good picture

>> No.4457978
File: 209 KB, 960x720, IMG_0304.jpg [View same] [iqdb] [saucenao] [google]
4457978

>>4457947
In motion the phase of the chrominance crosstalk should shift 180 degrees every frame such that it is somewhat cancelled out at 60Hz. This (bad) camera reduces it to black and white at a moderate distance.

Can't find any source online testing how accurate or inaccurate it is but it seems sound and it reproduces color from the raw signal, so I trust it more than other filters where colors look much brighter.

>> No.4457983
File: 67 KB, 499x434, 024.jpg [View same] [iqdb] [saucenao] [google]
4457983

>>4457978
The background pattern is also blurry here but you can see that it is more accurate than the screenshot above because the composite filter introduces flickering that distorts it.

Unfiltered image I found online here

>> No.4457989
File: 94 KB, 325x244, bloodshot-eyes.gif [View same] [iqdb] [saucenao] [google]
4457989

>>4457978
>>4457735
>>4457705

>> No.4458140

>>4449770
>the grey lines are the mask, which ARE part of a crt TV
Sure pal. Which CRT has horizontal lines for a mask? Only a Trinitron rotated on it's side.

Scanlines were only a thing on 240p, really. Or anyway far more so than on 480i. They arise because SD CRT's were designed to show an interlaced picture, scanning a field of odd lines (1, 3 ,5...523, 525(sic)) then jumps back to the top and draws a field of even lines(2,4,6...524). Two fields make one frame, and this fills the screen. 240p on the other hand draws even and odd fields (here, each is considered a frame) on top of one another, leaving gaps. The lines that get scanned are called... you guessed it. The effect is to leave black lines in between. This has nothing specifically to do with the mask, although a grille shows it up better, a shadow mask or slot mask shows pretty much the same thing.

>>4449918
Doesn't help. Any CRT monitor running at 60Hz shits all over any other display in terms of motion quality.

>>4446781
I have to say that;s one pretty image. The shader works well, there. But it's still going to be the difference between a flower in spring and the same flower pressed and dried in book.

>> No.4458165

>>4449770
>the grey lines are the mask, which ARE part of a crt TV. the mask is different from the scanlines

Which youtuber do I have to blame for this?

>> No.4458392

>>4450191
I know right. I once went to sleep and realized I was a producing so much heat that when I woke up I, I was the ant colony. Fucking heat.

>> No.4458394

>>4449339
Plasma is shit for black levels. Worse than even LCDs. They also look like shit with color banding.

>> No.4458413

>>4458140
>Doesn't help. Any CRT monitor running at 60Hz shits all over any other display in terms of motion quality.
Wrong. I much prefer my old 240hz crt monitor anyway. Even retro console gamers seem to miss out on the good stuff.

>> No.4458545
File: 2.73 MB, 400x350, i would have chosen a better style image if i had known this would take 11 hours to render.webm [View same] [iqdb] [saucenao] [google]
4458545

>not filtering with style transfer neural networks

>> No.4458554

>>4458545
It's only mildly convincing for images and shit for video.

>> No.4458612
File: 2.90 MB, 889x500, wyd.webm [View same] [iqdb] [saucenao] [google]
4458612

>>4458554

I was half joking, but there's been advances in making it look less shitty for video.

>> No.4458614

>>4458612
Still distorted around edges.

>> No.4459287

>>4447278
Probably CRT-Lottes or CRT-Geom

>> No.4459453

>>4439375
there any video of the shaders in action? would like to see some of these like the center one in motion.

>> No.4459823

>>4459453
Most hosting sites have the kind of compressiom that would turn any good CRT filter into trash

>> No.4459827
File: 1.42 MB, 1920x1080, happy little tektite.webm [View same] [iqdb] [saucenao] [google]
4459827

>>4459823
Wouldn't a webm be enough?

>> No.4460013 [DELETED] 

>>4444378
It was mid to late ps2 life when 3d finally overtook 2d at least in terms of an average game looking better then an average 2d game,
I would argue that it wasn't till late ps2 to early 360/ps3 that 3d even started to look good,
I also argue that lcds were dogshit till just around 10 years ago, horrible amounts of blur, shit angles no matter the panel and the only thing they could do is display VERY sharp images,

>> No.4460028

Picture post processing is very complicated subject that emulation authors roughly understand and its even less understood by the emulation users.
Applying few poorly made picture filters with arbitrary values by some users on the net and calling it authentic causes nothing by pain in my gut.

>> No.4460078

>>4444378
It was mid to late ps2 life when 3d finally overtook 2d at least in terms of an average game looking better then an average 2d game,
I would argue that it wasn't till late ps2 to early 360/ps3 that 3d even started to look good,
I also argue that lcds were dogshit till just around 10 years ago, horrible amounts of blur, shit angles no matter the panel and the only thing they could do is display VERY sharp images, the problem being if you had any motion they sucked. crts are arguably king up until lcds got 120/144hz and black frame insertion, though like I said, around 10 years ago lcds became worth a damn.

>>4444378
crts are objectively better for motion than lcds, also for input lag, there isn't a single lcd monitor that has sub 9 ms of input lag, but all crts pretty much have non if not none.

the only reason lcds are better is power consumption, form factor, and as of now, resolution but that may not have been an issue with crts, just the whole size thing hampered them.

>> No.4460103

>>4450195
>>4449918
the blurring is still there, you need black insertion or oled to not have any.

https://www.rtings.com/tv/reviews/lg/e7-oled

note the motion blur tests, the way they do it is a bit weird, but oled beat out the best lcds

https://www.rtings.com/tv/reviews/sony/x930e

but then black frame incertion

https://www.rtings.com/monitor/reviews/asus/vg248qe-gaming-monitor

and that's honestly the only way to really play games on a lcd

if it wasn't that all fucking monitors are flaming piles of shit in every fucking regard till you pay 2 grand, I would get this, but as long as i'm doing anything else then gaming, I can't spend the money on a gaming only monitor.

>> No.4460107

>>4450180
What game was it, please?

>> No.4461057

>>4444349
I refuse to believe this post is anything but bait.

>> No.4461058

>>4444349
in my spank bank folder

>> No.4461254

There’s a bar here in London that has a load of old arcade machines a few of them being SNK ones including one of the metal slugs. Anyone who says that scanline crt shaders aren’t a really good substitute is either so OCD about it to be irrelevant or flat out trolling.

I use a customised halation shader and it looks beautiful on most games and I definitely have a recent frame of reference.

>> No.4461461

>>4460078
Some modern LCD monitors can do 4ms input delay, but that's only when the video is being sent at native resolution and all video processing is turned off.

The video processing isn't really a big deal, but it means that instead of calibrating your monitor, you have to calibrate your computer to compensate.

>> No.4461494

>>4461461
https://displaylag.com/display-database/

literally not a single one under 9ms

>> No.4463381

>>4460107
Looks like Grandia, but I could be wrong. It's been a while.

>> No.4463515

>>4446996
Could you share your settings?
Pretty please with sugar on the top.

>> No.4463606

>>4461494
That database clearly isn't complete.

The Acer G257HU claims to have 4ms input delay, but when I searched for it on the database there were no entries.