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/vr/ - Retro Games


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File: 380 KB, 800x450, 21d7d5a7c3e6e211ebb1a6a26e29d27ed8e5f425.png [View same] [iqdb] [saucenao] [google]
8089526 No.8089526 [Reply] [Original]

Hey /vr/
What are some good retroarch shaders to make 16-bit/arcade games look less "retro"/pixlely?

>> No.8089549

xBR and SABR are good for a select few games (try it on Earthbound and Yoshi's Island), but otherwise I only bother with some of the better CRT shaders like CRT-Royale, and that only if my GPU can handle it. Beyond that, I just swallow the pixels whole with the help of sharp bilinear so as to at least be able to correct aspect ratio and stretch the image to fit the screen vertically.

>> No.8089562
File: 1.07 MB, 815x1080, msx waifu.png [View same] [iqdb] [saucenao] [google]
8089562

>>8089526
Fuck around with Royale until you find something you like, you can make it look like pretty much anything.

>> No.8089750
File: 816 KB, 1172x896, 1626295735758.png [View same] [iqdb] [saucenao] [google]
8089750

>easymode halation with tweaks
>Blarrg Composite filter
I turn off composite depending on the game.
Do whatever you want, to be honest, but Royale is overrated as fuck.

>> No.8090249
File: 2.38 MB, 1920x1440, Panel de Pon (Japan)-210830-085901.png [View same] [iqdb] [saucenao] [google]
8090249

I have a lot of fun tinkering with shaders. I used to use Royale but I've since moved to the new guest advanced shader. Very similar quality, you don't have to use integer scaling for it to look nice, and it's a lot lighter to run

Here's my current setup

>> No.8090258
File: 2.00 MB, 1920x1440, Soldier Blade (USA)-210827-052314.png [View same] [iqdb] [saucenao] [google]
8090258

>>8090249

>> No.8090262
File: 2.92 MB, 1920x1440, Kirby's Dream Land 3 (USA)-210827-210159.png [View same] [iqdb] [saucenao] [google]
8090262

>>8090258

>> No.8090264
File: 2.75 MB, 1920x1440, Super Metroid (Japan, USA) (En,Ja)-210827-051914.png [View same] [iqdb] [saucenao] [google]
8090264

>>8090262
And then here's a composite variant

>> No.8090502
File: 1.64 MB, 1373x1028, 1.jpg [View same] [iqdb] [saucenao] [google]
8090502

Trying to decide on a good setup for a 1080p screen. Left and middle are two Royale configs, and the one on the right is Guest Advanced.

>> No.8090960

>>8090502
Left and middle don’t look correct, I’m assuming it’s to do with 1080p

>> No.8090987
File: 3.82 MB, 1460x1080, rgb sdtv.png [View same] [iqdb] [saucenao] [google]
8090987

>>8090960
What's wrong with 1080p?

>> No.8090991
File: 1.53 MB, 1366x1028, 1.jpg [View same] [iqdb] [saucenao] [google]
8090991

>>8090960
Yeah the interlacing fucks my shit up, but reshade doesn't leave me much option.

>> No.8090997

>>8090987
fucked integer scaling and also the resolution is too low to truly capture the phosphor detail of a real CRT, you need 1440p at minimum, but ideally 4k is the best

>> No.8091001

>>8090997
Nah, it's fine.

>> No.8091005

>>8091001
it literally isn't, read the documentation

>> No.8091007

>>8091005
It's fine. Contrary to what we see in CRT threads, you don't play with your nose pressed up to the screen.

>> No.8091010

>>8090987
How'd you manage that?

>> No.8091018

>>8091010
By avoiding the awful stock settings unlike our friendly 60 IQ shitposter here >>8091005 who thinks the default presets, which are frankly all kinds of fucked, are sacrosanct. Good presets don't require meme resolutions.

>> No.8091021

>>8091007
>It's fine... because it is.
Fuck off you disingenuous faggot. Do you even know what resolution is? Royale's layers aren't rendered for low 1080p detail. It has nothing to do with how far away you stand from your TV/monitor.

>> No.8091023

>>8091021
>It's fine... because it is
Yes. Take the pilpul elsewhere, nobody cares.

>> No.8091026

>>8091023
Look, I can tell you're coping over not owning a 4K monitor. I'm just telling you the facts. You're not going to get full phosphor detail with 1080p.

>> No.8091028

>>8091018
>>8091021
Why exactly isn't Royale tailored for every resolution? I know the guy who made it had a 4k monitor and 2160p is a multiple of 240p but CRTs didn't work with pixels, and zoomed games in to cover the whole screen rather than be accurate with their phosphor placement, what with so many games having a width/height adjustment option. Why is it not possible to adjust Royale's mask images to an appropriate size at any resolution then?

>> No.8091040

>>8091028
>CRTs didn't work with pixels
That's exactly why 1080p doesn't work. The actual panel and phosphor detail on a real CRT is sharper than a 1080p display. Even if you correct the integer scaling, you're losing out on detail because its simply too small for a 1080p display to properly render. Look, you can use Royale on 1080p, but its simply not ideal if you care about authenticity and avoiding aliasing/artifacts.

>> No.8091059

>>8091021
Let the retard enjoy his half-working shader. Its not like he knows what he's missing anyways.

>> No.8091063
File: 533 KB, 480x480, comp.png [View same] [iqdb] [saucenao] [google]
8091063

>>8091026
>noooo not muh heckin full phosphor detailerinos
>you can't make royale look good at 1080 stop doing it right now
Lmao. Here's an uncomfortable truth, the stock royale presets are bad. Even at 4k, they're bad. All of the work trogglemonkey did under the hood is fantastic, and left us with the best customizable shader out there right now (though guest is making good progress). It's very easy to get Royale looking better at normal viewing distances at 1080p than the stock presets do at 4k, and if you knew what you were doing and weren't a bitter, talentless hack, you'd have already done the same at 4k and greatly improved on the original.

If you weren't chimping out like the most ridiculous parody of a subhuman, I'd actually have shared some of my 4K presets with you, but you blew it. Act like a human next time and we'll see.

>> No.8091069

>>8091040
I don't know dude, >>8090987 looks pretty convincing to me. I get that it's not 100% there but then again if accuracy is the problem I might as well get a real CRT, which would cost less than a 4k.

>> No.8091080

>>8091063
No one needs your presets retard. You can sperg out all you want but its not designed for 1080p. Make sure to leave another angry rant about why its "good enough," it won't make a difference.

>> No.8091081

>>8091080
See >>8091001

>> No.8091086

>>8091069
>but then again if accuracy is the problem I might as well get a real CRT, which would cost less than a 4k.
Most people use Royale to emulate the look of a PVM rather than a consumer CRT. Its probably easier to find a 4k monitor.

>> No.8091087

>>8089750
That looks like shit.

>> No.8091097

>>8091086
>to emulate the look of a PVM
I never had a PVM anyhow.

>> No.8091109

>>8091069
>I get that it's not 100% there but then again if accuracy is the problem I might as well get a real CRT
Correct. There will never, ever be a shader that 100% replicates a CRT, even with more advanced shaders in the future, and better screen tech like microled, and with it in motion, forget it.

Instead, the goal should always be to improve on the unfiltered original image and arrive at a happy medium. I believe that's fairly easy to do, even at 1080p. Even though we have one schizo here who's having a little melty over his shitty 4k monitor and bad stock presets, consider that there are infinitely more smug CRT owners on this board who scoff at the idea of shaders entirely. Don't get bogged down in the minutia, instead, find something that you enjoy and have at it.

>> No.8091115

You will swallow the pixels whole and you will like them.

>> No.8091117

>>8091109
I with the reshade port had more options. I'd be happy if I could get anything close to stuff like >>8090249

>> No.8091121

>>8091080
That spaz posts in every shader thread for some reason. He has a weird holier than thou attitude which honestly isn't uncommon on /vr/

>> No.8091139 [DELETED] 

>>8091121
Be polite and you'll never have a problem with me. You'll see that I'm never the first one to lay down insults, and since you clearly have an agenda here, I must have embarrassed you in a previous thread. Sorry about that, but if you act like a grown-up, I promise we'll get along famously ;)

>> No.8091331
File: 2.73 MB, 1477x1306, file.png [View same] [iqdb] [saucenao] [google]
8091331

>>8089562
>Royale
How? There's no usersettings.h in the folder for the BSNES shaders and my shit looks like this. Yours is perfect.

>> No.8091337

>>8091139
This guy mods forums.

>> No.8091349

>>8091063
>It's very easy to get Royale looking better at normal viewing distances at 1080p than the stock presets do at 4k, and if you knew what you were doing and weren't a bitter, talentless hack
if you think fucking with shader settings counts as a "talent" you must be the most boring talentless mf alive

>> No.8091895
File: 1.46 MB, 1420x896, 1619373890268.png [View same] [iqdb] [saucenao] [google]
8091895

Thoughts?

>> No.8092105

>>8091895
Are you making potato chips?

>> No.8092117
File: 1.12 MB, 1440x1080, plegends-210829-231714.png [View same] [iqdb] [saucenao] [google]
8092117

>> No.8092384

>>8092117
That look superb, can you spoonfeed me on how to achieve that?

>> No.8092612
File: 232 KB, 543x151, slot aperture shadow - white.png [View same] [iqdb] [saucenao] [google]
8092612

>>8091895
Shadow masks are a tough one to pull off at that resolution. If you're messing around with guest's shader, mask #3 might be a good reference to work with to avoid that distinctive wave pattern unless that's what you were going for.

>> No.8092824

>>8092384
it's lottes but turn off all the screen warping effects and use shadow mask 0 or 1, and I think increase brightness/gamma somewhere.

>> No.8093404

>>8092824
>>8092117
What resolution values did you input?

>> No.8093426

>>8090987
why do almost no one share their custom shaders?

>> No.8093432

>>8090991
When will ReShade make most good shaders compatible?, like the RA ones?, also there is no real proper documentation on how to use ReShade.

>> No.8093591

>>8089526
anything but the smear filter, good lord I hate that filter

>> No.8093595

>>8093432
Royale, Lottes, and others have already been ported to Reshade.

>> No.8093924

Is there any way to see which shader I am currently using? Maybe I'm just an idiot but I can't find the name anywhere.

>> No.8094282
File: 3.06 MB, 3582x896, 6.jpg [View same] [iqdb] [saucenao] [google]
8094282

Managed to make something less terrible for 1080p. Middle is Royale, right is Lottes.

>> No.8094361

>>8090264
this looks really good

>> No.8094372
File: 2.59 MB, 1758x1440, Zelda II - The Adventure of Link.png [View same] [iqdb] [saucenao] [google]
8094372

>>8094361
looks like the one I shared a few months ago

>> No.8094446

>>8091063
Holy shit, imagine taking shaders this fucking seriously. Get a life, I can smell you from here.

>> No.8094927

>>8094372
That looks really cozy

>> No.8095349

hope the Analogue shaders and XM26+ and the like are made compatible with ReShade soon

>> No.8095507

>>8093426
We do, just not here.
>>8093924
The last one you're using should be in your shader folder under retroarch.cgp/glslp/slangp. If you saved it as a system default or core default, you would find it in those relevant locations as well.
>>8094446
>angrily respond to a post on a topic you clearly have no interest in while projecting textbook insecurities
Heh.

>> No.8095554

>>8094927
Yeah I think it looks alright, I know it doesn’t look like my CRT but it still looks good I think

>> No.8095690

>>8093404
I left those at whatever the factory settings were

>> No.8096149

>>8095690
Well that's weird.

>> No.8096424

>>8095507
Spoken like a true cyber-rambo.

>> No.8096445

>>8096149
it's factory settings of the basic preset, not just loading up the thing.

>> No.8096692

>>8095349
Is someone porting them? I really wish someone would port Gdapt/Mdapt too.

>> No.8096740

>>8095507
>retroarch.cgp/glslp/slangp
Where even is that

>> No.8097576

>>8095507
>We do, just not here.
where then?

>> No.8097603

>>8089526
>to make 16-bit/arcade games look less "retro"/pixlely
I'm going to punch you in the face.

>> No.8098608

>>8094372
could you post your shader file/pastebin it?

>> No.8098753

>>8098608
It's just CRT Guest DR Venom 2 with a few alterations

>> No.8098757

>>8098753
#reference ":/shaders/shaders_slang/presets/crt-guest-dr-venom2-ntsc.slangp"
AS = "0.000000"
wp_saturation = "0.800000"
quality = "1.000000"
deconstr = "0.400000"
interm = "0.000000"
glow = "0.150000"
bloom = "0.100000"
gamma_c = "1.300000"
shadowMask = "4.000000"

>> No.8099304

Any good setups for Saturn games?

>> No.8099347

>>8099304
Depends what you want?
The one in the post above works with transparencies and looks nice but if you want a sharper look just try some of the CRT Royale presets

>> No.8099697

>>8099347
Anything that works through mednafen if possible?

>> No.8100609
File: 967 KB, 1411x1080, R-Type III (USA)-210620-124430.png [View same] [iqdb] [saucenao] [google]
8100609

>> No.8100652

>>8098757
thanks

>> No.8100653

>>8100609
I saw this screenshot and though of this musics. No idea why.
https://youtu.be/qhCyHAZOXSs

>> No.8101245

>>8094372
had the same look even with reshade royale while playing a bit with dosbox x
its good for everything, even 94 dos vidya

>> No.8101281

>>8101245
oh?
show us, reshade looks like shit on my monitor even with correct settings

>> No.8101338

>>8100609
How do you get cool setups like this? Is it just the default shaders or are people downloading/making their own?

>> No.8101345

>>8100609
Is that the slot mask on a 1080p? It looks really good, how'd you get it?

>> No.8101601
File: 598 KB, 1920x1080, soulnomad.jpg [View same] [iqdb] [saucenao] [google]
8101601

I was going to ask if you guys knew how to make the new Soul Nomad port look a little nicer on 1080 but I guess opinions vary, huh? I have no idea what I'm doing.

>> No.8101645

>>8101601
it is pointless to use a CRT shader if you are internally upscaling the resolution as it does nothing

>> No.8101662

>>8101601
Enable integer scaling.

>> No.8101663

>>8101645
>>8101662
This is reshade on the PC native port.

>> No.8101726

>>8101663
then it is pointless, CRT shaders are to make native resolutions look better when upscaled

>> No.8101829

>>8101726
What about scanlines then? To soften the edges of the pixels and help with color blending?

>> No.8101838

>>8101345
it's just the stock Royale preset on retroarch

>> No.8101850

>>8101829
the blank lines are what happens when a 480i resolution only outputs half of the image which creates 240p
scanlines are the visible image
as for the blending, it's usually only for 3rd to 5th gen and it's purely a matter of taste
also the edge "softening" (it's more of sharpening actually) is a result of using native resolution, same goes for all output displays
a 720p image will look better at native than it will on a 1080p display

>> No.8102038
File: 2.66 MB, 1920x1440, 2e6bd9590508675118d75ad60dd1f1f60f224c02.jpg [View same] [iqdb] [saucenao] [google]
8102038

>> No.8102053

>>8090249
>I've since moved to the new guest advanced shader
?

>> No.8102065

>>8091895
it kinda needs composite sadly

>> No.8102074

>>8094282
Royale at 1080p is a drag
mask_type 0.0 (Aperture Grille) is recommended

>> No.8102095
File: 31 KB, 1621x136, CRT-Royale - Emulation General Wiki.png [View same] [iqdb] [saucenao] [google]
8102095

>>8094282
>>8102074
https://emulation.gametechwiki.com/index.php/CRT-Royale

>> No.8102163
File: 521 KB, 798x288, royale vs royale vs royale.png [View same] [iqdb] [saucenao] [google]
8102163

>>8094282
Here you go.

>> No.8102339

does anyone know how to remove the warm colour shift in the xm29 preset?

>> No.8102345

>>8102339
Yeah, on the layers menu swap the first layer with stock.slang

>> No.8102349

>>8102339
Remove the LUT pass from the stack.

>> No.8102407
File: 3.56 MB, 1920x1440, Super Metroid (Japan, USA) (En,Ja)-210904-082733.png [View same] [iqdb] [saucenao] [google]
8102407

The closest I can get to my actual CRT, which I don't think is too far off at all

>> No.8102528

>>8099697
lol

>> No.8102608

>>8102407
As far as shadowmasks go, that's not bad at all. A bit dark, but then I have my screen brightness at 50% so it could just be on my end.

>> No.8102619

>>8102407
looks like the one I uploaded over here
>>8098753
>>8098757

>> No.8102631

>>8102619
>uploaded
I mean posted

>> No.8102659
File: 2.75 MB, 1920x1080, DOSBox 2021-06-25 17-09-28.png [View same] [iqdb] [saucenao] [google]
8102659

>>8101281
>pic
i lost this config, it needs a lot of tweaking, and i used grille for that, but later i discovered that is easier to use the now existing CRT shaders for dosbox ECE and X paired with native brz and denoise and get a more smooth high res looking sprite work while sharp even up to 4k or even 1080p

>> No.8102667

>>8102659
definitely looks better then when I was trying to get it working on D2

>> No.8102671

>>8102667
wait actually what the fuck is up with that text?

>> No.8102679
File: 1.68 MB, 1920x1080, dosbox 2021-08-23 13-07-21.png [View same] [iqdb] [saucenao] [google]
8102679

>>8102671
used hdr bloom and it ended up with this old arcade looking text, it fits well with the mood of the game since Privateer is 80's sci fi space truck.
Here its what i said with win 3.11 shadow of the horned rat

>> No.8102702

what are good handheld shaders like for psp

>> No.8102709

>>8102679
this definitely doesn't convince me that it's any good

>> No.8102715

>>8102709
well i do not want some pvm and triniton garbage crt preset.

>> No.8102791

>>8102659
Outside of the bloom mangling the text uniformity, which I'm sure can be adjusted, I like it. The scanlines are uneven due to lack of integer scaling but you need to look hard to even notice it.

>> No.8102809

>>8102791
I’m sure it looks fine in the still there
But when it moves is when it start to lose its sheen
But either way I think the main problems with it is scaling

>> No.8102908
File: 3.25 MB, 1728x1080, privateer.png [View same] [iqdb] [saucenao] [google]
8102908

>>8102659
>>8102679
I really should give the dosbox core a try sometime.

>> No.8103080

>>8102163
You're that one guy right? Why must you flex on me like this?

>> No.8103086

>>8102908
Just use standalone ECE or X exe
Replace the GoG Dosbox with ECE/X and its config file.

its miles better than ol dosbox for use with GoG games and DBGL, plus both supports 3.11 up to 98 install with no issues at all.

>> No.8103089

>>8102339
It's a 32 bit LUT, dingus. Of course the color's gonna change. Get a 64 bit LUT.

>> No.8103287

Anyone other than the salty autist use royal at 1080p?

>> No.8103297

>>8103287
Yes. Still trying to work out a good config.

>> No.8103310

>>8103287
I used to use it. Royal looks fine at 1080p, in fact it was explicitly designed for that resolution. The real issue with it at 1080p is that it just uses extra computing power when at that resolution, you can just use something more lightweight that looks just as good.

>> No.8103348

>>8103310
Like what?

>> No.8103350

>>8102074
>>8102095
Grille looks like shit, the mask is very apparent and gives a look of vertical lines without interlacing enabled to actually make them look like phosphor squares (fuck interlacing btw).

>> No.8103358
File: 3.12 MB, 1280x1080, comfy 1080 royale.png [View same] [iqdb] [saucenao] [google]
8103358

>>8103287
>you can't make royale look good at 1080p!
>"watch me"
>f-fucking salty autist
;)

>>8103310
>you can just use something more lightweight that looks just as good
Now that's intriguing. I haven't had much luck with guest's stacks yet when it comes to getting the colors to pop quite like I can with royale ('bloom - underestimate levels' seems to be the secret sauce of cheating perceived brightness without blowing everything out), but I'm sure it's possible.

>> No.8103462

>>8103350
Missed this post.

These >>8102163 are all using grille, with the first being the default royale preset as a baseline. Definitely agree that it's too harsh out of the box, but it's fixable to a point. Either leaning into the sdtv aesthetic, or shrinking the mask kurozumi style and going the pvm route. Both should hold up well enough at a normal viewing distance. Polite sage for double-posting.

>> No.8103832
File: 2.15 MB, 1411x1080, srtg-210904-231615.png [View same] [iqdb] [saucenao] [google]
8103832

>> No.8104740

What are some *fun*/ weird shaders to give a interesting experience?
I'm a zoomer and the only CRT monitors I can ever remember actually using were school iMacs to play Oregon Trail and the like. I don't need CRT shaders and I love raw pixels, they're charming.

>> No.8104749

>>8103832
This game was totally sold on the art, I swear to fuck. It's a shitty game, but you want to play it because of how cool it looks. I got the true sequel too, when the SRW guys quit Bandai and made their own team, then died hard.

Rayblade. It's not a good game either but had a lot of neat stuff like going around in your ship, dating, and exploring stuff.

>> No.8104838

>>8089526
Learn what the parameters do, then customise lottes however you want it. You can make it look like anything from a shitty 1980s RF only curved tv, right up to a stupid meme machine Sony broadcast monirot with hilariously thick scanlines and disgusting razor sharp pixels.

>> No.8104847

>>8103462
Something must be missing on the reshade port because I've been trying for months.

>> No.8105528

>>8104740
try the PAL ones; I don't recall PAL TVs looking any were near as scuffed as THE PAL shaders do.

>> No.8105597

>>8105528
Are you playing PAL games at PAL resolutions?

>> No.8105913
File: 2.97 MB, 1411x1080, Sonic The Hedgehog (USA, Europe)-210905-122424.png [View same] [iqdb] [saucenao] [google]
8105913

>> No.8106752

>>8105597
yeah

>> No.8107396

>>8102659
That looks p good

>> No.8108315

>>8091895
Looks neat but a bit too dark.
>>8101338
Same with this.

>> No.8108584

>Discovered you can watch media through retroarch
>Watching 90's anime DVD rips through CRT Royale with interlacing
oh fuck it's so good

>> No.8108742

>>8108315
I don't mean to be rude but if you think it's too dark, do you think it might be more to do with your display?

>> No.8108772

I want to play some arcade games. What is the best shader to capture the authentic 1990s arcade screen feel?

>> No.8108801
File: 1.39 MB, 2048x1536, F7B1B975-78F5-4F06-8344-0B7BE3A5ED1F.jpg [View same] [iqdb] [saucenao] [google]
8108801

>>8108772
Maybe XM29+ preset that everyone uses?
There is no “authentic” arcade screen as there are so many different tubes used

>> No.8108825

>>8108742
Mine's at 75%

>> No.8108834

>>8108825
that really doesn't mean anything

>> No.8108975

>>8108801
>XM29+ preset
is that a real CRT or the Filter?

>> No.8108983

>>8108975
real CRT

>> No.8109072

>>8108801
I'm trying it, it kind of puts a pink tint on everything. Any way to turn that part off?

>> No.8109095

>>8109072
Swap the first layer (LUT) to the stock slang

>> No.8110087

>>8109072
swap the first layer or change the LUT png file to the regular 32bit one rather than the xm29 one

>> No.8110961
File: 3.11 MB, 1411x1080, Maerchen Adventure Cotton 100% (Japan)-210620-171500.png [View same] [iqdb] [saucenao] [google]
8110961

stock royale

>> No.8111006
File: 16 KB, 218x290, 1557683900058.jpg [View same] [iqdb] [saucenao] [google]
8111006

>>8090262
>Widescreen snes
how dare you

>> No.8111086

>>8111006
???

>> No.8111123

>>8110961
Jesus, tone down the bloom excess a little.

>> No.8111127

>>8111006
you know the SNES natively stretches images, right?

>> No.8111356

>>8111006
isnt snes 8:7?

>> No.8111376

>>8111356
the resolution it outputs is irrelevant, as it's always displayed at 4:3

>> No.8111459
File: 750 KB, 1920x1080, How The Developers Intended.jpg [View same] [iqdb] [saucenao] [google]
8111459

>>8111006

>> No.8112302
File: 2.74 MB, 1411x1080, Thunder Force IV (Japan)-210905-235555.png [View same] [iqdb] [saucenao] [google]
8112302

>> No.8112315

>go on the retro videogame board
>"my retro games look too retro!"
Was it brain damage?

>> No.8112675

>>8102659
i fucking hate diffusion

>> No.8112685
File: 2.68 MB, 1920x1440, Panel de Pon (Japan)-210906-204704.png [View same] [iqdb] [saucenao] [google]
8112685

>> No.8112932
File: 271 KB, 800x800, sword and sorcery pixelshit.gif [View same] [iqdb] [saucenao] [google]
8112932

>>8112315
I assume by "retro" he's referring to the faux retro indie pixelshit style.

>> No.8112946
File: 2.31 MB, 2024x1272, peach.png [View same] [iqdb] [saucenao] [google]
8112946

>>8112932
In other words, "retro" is chunky raw pixels, which is a modern interpretation of what games looked like, versus what they actually looked like.

>> No.8113061

>>8108801
this is what i tell from your pic anon, which is what i did above with the dosbox stuff since you are using a real one.

pick a crt image and put side by side to reach the close or perfect look for it as you please.

>> No.8113439

>>8112932
why are their arms so thin on that sprite? surely someone must have realised it doesn't look right

>> No.8113456
File: 1.36 MB, 680x348, blasphemous.gif [View same] [iqdb] [saucenao] [google]
8113456

>>8113439
S&S is one of the more egregious examples of the 'indie pixelshit' phenomenon. Blasphemous would be the other side of the coin, with art that would be at home on a Neo Geo.

>> No.8113464

>>8113456
Why would a sword knock him away?

>> No.8113469

>>8113464
I suppose the same reason a fireball knocks a Koopa away.

>> No.8113473

>>8113464
Have you ever been hit with a sword really hard? It may cut through your flesh but not bone, and it won't go through you either.

>> No.8113493

>>8113469
Suspension of disbelief is fine, but the Koopa doesn't go hurtling backwards. Also, usually if a game is going to knock back with a sword, it's because it's not trying to be violent, but then the enemy also gets violently impaled on the spikes.

>>8113473
Certainly, but with that swinging motion, it would sooner knock you down and get stuck in you, not wack you a way like a baseball bat that had an upwards swing.

I'm just saying, implement an additional weapon with different properties, rather than apply incongruous properties to one.

>> No.8113501

>>8113473
>Have you ever been hit with a sword really hard?
Haven't we all?

>> No.8113502

>>8113493
What is your opinion on fighting games and kicking/punching enemies across the screen or up in the air?

>> No.8113529
File: 351 KB, 822x414, combat execution.gif [View same] [iqdb] [saucenao] [google]
8113529

Here's a nice guest preset from nesguy using composite that still looks good at 1080, though I'd recommend scaling to the next integer and deal with a tiny bit of vertical cropping: https://pastebin.com/QDtVhewg

>>8113493
This more to your taste?

>> No.8113604

>>8113502
Totally fine, as long as the animations match, or are consistent. Even in the early Mortal Kombat games which had ridiculous movements, it was all within a consistent logic (although the modern games just really look like ass)

>>8113529
Love it. Hopefully you can do that sort of thing in gameplay, as opposed to just an scripted animation.

That was one of the cool things about Mega Man Zero. The cutting weapons felt excellent, especially when paired with the various enemy damage animations.

>> No.8114480
File: 1.79 MB, 1411x1080, Earthworm Jim (USA)-210907-231510.png [View same] [iqdb] [saucenao] [google]
8114480

Is there any way to get it to blend well? Interestingly, the SNES version doesn't have this dithering.

>> No.8114521

>>8114480
That’s how it’s supposed to look, you can’t blend it any more than that

>> No.8114575

>>8102339
>>8102345
Thanks this is the only thing that prevent it to look like my childhood CRT TV.

>> No.8114613

>>8114575
You had a PVM during your childhood?

>> No.8114678
File: 2.53 MB, 2560x1378, sonic gdapt crtroyale higher contrast dot mask.jpg [View same] [iqdb] [saucenao] [google]
8114678

CRT-Royale plus Gdapt, with the halation/diffusion set to 0, and set to dot mask instead of the default slot mask. I also noticed when I would post CRT-Royale plus Gdapt before, people would complain that it looks too dark, so I turned the contrast up to 1.38. It should look brighter than before without being washed out.

>> No.8114684

>>8114678
IMO, I would put the contrast back down to 1 and increase the output gamma for brightness - that's too contrasty for my liking

>> No.8114707
File: 2.27 MB, 1334x750, E5E3BF47-3E27-4E81-AA76-41F5A51A81F1.png [View same] [iqdb] [saucenao] [google]
8114707

>>8114678

>> No.8114709
File: 113 KB, 384x170, mystery squares.png [View same] [iqdb] [saucenao] [google]
8114709

>>8114678
it didnt have to be this way gadpt bros

>> No.8114728

>>8114709
Right looks better.

>> No.8114742

>>8114709
left one, as intended. it can however lead to some nasty rainbow stripes on real hardware.

>> No.8114764

>>8089526
"why is my retro game retro wtf how do i fix it"

>> No.8115527

Do you guys use these CRT shaders with other stuff on top, or just the CRT alone?

>> No.8115753

Honestly, the coat of paint (or vaseline, based on some of these screenshots) the game's covered in never really mattered to me since I actually like videogames. I remember when playing with filters made everyone upset. Now it seems like playing with raw pixels riles up the autists. Either way, I'm going to keep doing what makes people mad since I enjoy the games themselves regardless of how they're displayed.

>> No.8116207

>>8115753
theres a rationale to it:
back then, resolutions and screens were smaller so something like a 2x scale could be a sizeable window and 1x wasn't that small, and only a bit further back we were using CRTs in our PCs anyway.
Also old filters were garbage and things like 2xSai were meant to make things higher res which honestly looked far worse than nearest neighbor, and scan line filters were just raw black lines across every other pixel.
Nowadays, a large nearest neighbor scale with square pictures actually makes things look more indistinct and it's actually harder to parse what's going in, especially playstation era textures (which suffer worse than 80s graphics with nn scaling), so using nearest neighbor (square pixels) is disadvantagious in gameplay, and raw pixel (no scaling, just 1x) results in a tiny window and sometimes weird stretching as many games didn't use square pixels at all.

>> No.8116684

>>8116207
All accurate.

>> No.8118557

>>8116207
>nearest neighbor (square pixels) is disadvantagious in gameplay, and raw pixel (no scaling, just 1x) results in a tiny window and sometimes weird stretching as many games didn't use square pixels at all.
Is there any solution to this?

>> No.8118591

>>8115753
I don't use filters either. I think most of them look like ass.

>> No.8118601

>>8116207
CRT monitors had razor sharp pixels. It is part of the reason I thought SNES games looked better even as a kid. I didn't realize until I started playing ZSNES that they were actually lower resolution than PC games and the TV smoothed out the graphics.
Filters look like ass though. I just play as is and sit further back from the screen.

>> No.8118703

>>8118557
Best you can do if you want square pixels is a shader such as pixellate or sharp bilinear.

>> No.8118791

>>8114742
lol we had a really HUGE crt at one point when i was a child, just before flatscreens, it was the size of a fucking entertainment center, at least 40" of widescreen CRT. bitch put off heat. rainbow stripes took it's life. no idea how they got it into or out of the house, it was almost the weight of a goddamned piano. thanks for bringing back memories. what the fuck is happening to this place? i got banned for saying sage goes in all fields because "misreporting threads is against the rules", but sage in the option field does not report a thread, it simply doesn't bump the thread when you post. what the fuck has happened? do the janitors not even know how the site works?

>> No.8119153

>>8102908
>>8102659
It looks interesting but those games were not played on a television. 15-17" monitors at the time didn't have any visible scanlines.

>> No.8119320
File: 734 KB, 1440x1080, FutureWars_v4.0_1570-210622-005437.png [View same] [iqdb] [saucenao] [google]
8119320

>> No.8119321
File: 1.61 MB, 1440x1080, Godzilla (US)-210419-001517.png [View same] [iqdb] [saucenao] [google]
8119321

>>8119320

>> No.8119326
File: 1.45 MB, 1440x1080, HOD2-210314-010012.png [View same] [iqdb] [saucenao] [google]
8119326

>> No.8119330
File: 2.58 MB, 1440x1080, G. Darius-210324-045414.png [View same] [iqdb] [saucenao] [google]
8119330

>> No.8119353

>>8119320
I got all the way to the very end of this with a guide and couldn't get the last puzzle to work. Like cloak and stand in the corner but dont because they'll shoot you but wait just a second but stand in the other room
Fuck it

>> No.8119535
File: 2.61 MB, 2560x1378, sonic gdapt crtroyale lower crt gamma.jpg [View same] [iqdb] [saucenao] [google]
8119535

>>8114678
>>8114684
CRT-Royale plus Gdapt, halation/diffusion set to 0, default slot mask. Left contrast at 1, but lowered CRT gamma to 2 (from the default 2.5). Increasing gamma makes it darker, not lighter.

>> No.8119615
File: 1.85 MB, 1194x896, 5.jpg [View same] [iqdb] [saucenao] [google]
8119615

Back to zero, I guess.

>> No.8119680

>>8119535
>Increasing gamma makes it darker, not lighter.
that's the input gamma, not the output (your display) gamma

>> No.8119709

>>8119680
These settings are to make up for full and limited range RGB I think

>> No.8119917
File: 2.66 MB, 1411x1080, Sonic The Hedgehog (USA, Europe)-210909-111816.png [View same] [iqdb] [saucenao] [google]
8119917

>> No.8120034
File: 2.64 MB, 2560x1378, sonic gdapt crtroyale higher lcd gamma.jpg [View same] [iqdb] [saucenao] [google]
8120034

>>8119535
>>8119680
CRT-Royale plus Gdapt, halation/diffusion set to 0, default slot mask. Left contrast at 1, left CRT gamma at 2.5. Increased LCD gamma to 4.2 (from the default 2.2)

>> No.8120483

>>8120034
that looks a lot more natural, i like it

>> No.8120527

>>8120034
Okay. For as much as I shit on filters and say they are nothing more but LOOKIN' GOOD-tier garbage. This filter looks pretty nice.
>>8119917
Same goes to you.

>> No.8120740
File: 801 KB, 1440x1080, FutureWars_v4.0_1570-210620-015449.png [View same] [iqdb] [saucenao] [google]
8120740

>>8119353
This? I hated it.

>> No.8121931

>>8114728
Retard

>> No.8122057

>>8120740
Like the scene after that. You board the ship you just emptied of bad guys (lol) and take it back to their base. I think you set it to explode or lock their time or something, but there's a bad guy that comes to inspect the ship as soon as you land and he always shot me.

>> No.8122582

Anyone knows how to get GTUv50 working right?

>> No.8123258

>>8109095
>>8110087
What does this mean? I have no idea how to use anything other than presets, let alone edit layers of them.

>> No.8123298
File: 653 B, 1024x32, 32.png [View same] [iqdb] [saucenao] [google]
8123298

>>8123258
You need to modify some of the file; I would make a copy of it, then modify the copy.
Find the line that is
SamplerLUT = "../reshade/shaders/LUT/NEC_XM29plus_capture.png"
then change "NEC_XM29plus_capture.png" to "32.png"
32.png should be in the same folder as the the NEC_XM29+ png already.
Also, there's an option in menu for sampling mode, which the XM29 preset has on 1 - it shifts slightly cooler if you change this to 0 (which is the royale default for this setting)

>> No.8123320
File: 1.13 MB, 1172x896, Musha Aleste - Full Metal Fighter Ellinor (Japan)-210718-001435.png [View same] [iqdb] [saucenao] [google]
8123320

>> No.8123471

SHADERS ARE FOR FAGGOTS.
YES, ALWAYS.

>> No.8123507
File: 1.52 MB, 1920x1440, Sonic The Hedgehog 2 (World)-210910-042033.png [View same] [iqdb] [saucenao] [google]
8123507

I'm really digging shadow masks but I feel like you probably need 4k to get them to look just right.

>> No.8124517

>>8123507
1440p is a multiple, it works fine. One guy even says it works fine at 1080p.

>> No.8125206

>>8123507
They still clearly resolve as squares at 4k, shadowmasks are a bitch to get right.

>> No.8125265

>>8123507
Improper resolution height.

>> No.8125275

>>8125265
what do you mean?
1440 is a multiple of 240

>> No.8125294

>>8125275
Yes but the mask size is too small. Try putting 240 on both screen and frame height.

>> No.8125302

>>8125294
what are you even talking about dude?

>> No.8125367

>>8125302
fuck
u serious?

>> No.8125732
File: 2.23 MB, 1194x896, 7.png [View same] [iqdb] [saucenao] [google]
8125732

>>8094282
Shadow mask is way too strong no matter what I do.

>> No.8126190

>>8114480
What shader is that?

>> No.8126209

>>8126190
it's the XM29+ preset with the LUT swapped to a normal LUT rather than the XM29+ one, with ntsc s-video passes going into it.

>> No.8126295

>>8126209
Thanks

>> No.8126467

>>8125732
Here you go anon :) >>>/wg/7822164

>> No.8126598

what causes royale and some others to be jittery on 640x480 and similar games?

>> No.8126606

>>8126598
It's simulating interlacing. You can turn that off in the slang version (vulkan backend).

>> No.8126615

>>8126606
Is the interlacing an option or do I need to disable it in the file? Does the gl version not let you turn it off?

>> No.8126819

>>8126615
It's a bit of an ordeal. https://www.reddit.com/r/RetroArch/comments/ehw7te/stop_suffering_with_the_crtroyale_shader/

>> No.8126886

>>8126467
I'm playing at integer upscaling.

>> No.8126896

>>8126886
The readme.txt in the analog shader pack states that you have to turn off integer scaling whenever you use XM29 or stock Royale. And of course it makes sense since none of those vintage consoles had a square pixel aspect ratio.

>> No.8126973

>>8126886
That's integer scaled. It's just scaled to the next highest integer, cropping the small bit left over that's well within overscan.

>> No.8126980
File: 40 KB, 1600x1200, PS1 5x integer at 1080p.png [View same] [iqdb] [saucenao] [google]
8126980

>>8126973
On that note, I made an image last year to show how much more screen space you get by doing that.

>> No.8127138

>>8090264
I love how composite makes Samus's visor glow.

>> No.8127858

>>8126973
I thought that was only available for misterfags

>> No.8127892

How about shaders for non-retard emulators like mesen?

>> No.8128781

>>8127892
Use reshade or something.

>> No.8128810

>>8119535
not enough composite blending

>> No.8129369

>>8128810
There isn't any composite blending in that.

>> No.8130315

>>8128810
Are you blind?

>> No.8132093

Bumpin?

>> No.8132267
File: 1.50 MB, 1194x896, MD.png [View same] [iqdb] [saucenao] [google]
8132267

>> No.8134076

which shadow masks etc were used by which real screens?

>> No.8134216

>>8134076
Grille and Slot are TVs, Shadow is CRT monitors.