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/vr/ - Retro Games


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File: 2.57 MB, 2880x4320, Resident Evil (USA) (Disc 1)-221025-221603.jpg [View same] [iqdb] [saucenao] [google]
9401125 No.9401125 [Reply] [Original]

Post your screenshots and ask/offer advice.
Please DO NOT be mean.

>> No.9401145 [DELETED] 
File: 6 KB, 259x194, re1.jpg [View same] [iqdb] [saucenao] [google]
9401145

>>9401125
Why did they make the remake look like some Disney haunted mansion? The reason the original was so unsettling is because you could actually relate to the granny wallpapers, furniture and clashing colors. Also normal room lighting and not le dark despite a huge fucking chandelier right there

>> No.9401163 [DELETED] 
File: 134 KB, 828x1024, 1665609407118823.jpg [View same] [iqdb] [saucenao] [google]
9401163

>>9401145
>relate
>relatable
>i'm relating

>> No.9401171 [DELETED] 

>>9401163
Well have fun with your Luigi's Mansion version, Reddit-obsessed zoomer

>> No.9401206

Is there a good alternating scanlines shader for 480i content?
I am planning on emulating some PS2 games and adding a simple alternating scanlines shader on my VGA CRT monitor with a 640x480p output.

>> No.9401212

>>9401145
No, remake looks cooler with its Gothic Victorian aesthetic. The original looks like inside of a shitty American protestant church.
>muh relatable
I don't care.

>> No.9401262
File: 1.46 MB, 1920x1080, dhewm3 2022-11-07 10-41-21.jpg [View same] [iqdb] [saucenao] [google]
9401262

>>9401171
>>9401145
How to spot the anti RE-fag from /v/ gentleman.

>> No.9401271 [DELETED] 

>>9401212
>No, remake looks cooler
Yeah that's the problem. Horror isn't cool

>> No.9401294

>>9401262
NTA but I agree with him somewhat. Not so much about relatability but the original mansion was genuinely weird and creepy. REmake feels like a Halloween haunted house.

>> No.9401331

>>9401271
If it's not cool, why bother?

>> No.9401391 [DELETED] 

>>9401163
ESL here. What is an
>agender human
??

>> No.9401426

>>9401145
The original is missing most of its windows for no reason, and because of pre-rendered backgrounds, it has no justification for the sparsity of detail. You can induce the eerie feeling of liminal space only if it actually looks like a real place of living or working that's mysteriously absent of people. If you put no effort into making it look like a place even when you have literally no limitations other than 320x200 pixels, it doesn't look like a mysteriously empty house. It just looks like shit. REmake might have gone overboard with how decrepit the mansion interior is, but at least it is a mansion interior. Not a placeholder WIP 3d project with only the basic shapes added.

>> No.9401564 [DELETED] 

>>9401163
>>9401426
>liminal space
Stop replying to me with Reddit drivel

>> No.9401630
File: 2.52 MB, 1920x1080, DOSBOX 2022-10-14 19-51-48.jpg [View same] [iqdb] [saucenao] [google]
9401630

>>9401564
Alone in the dark, a game made with goraud, and was the second inspiration for RE1, an it had more detail in its backgrounds than RE1 itself.
You are nothing but a contrarian tourist derailing a thread.

>> No.9401701 [DELETED] 

>>9401630
>defending the actual retro game on a retro board makes you a contrarian
Also start actually engaging with what I said or ignore me, psycho

>> No.9401889
File: 25 KB, 229x220, lookinggoodscanlines.jpg [View same] [iqdb] [saucenao] [google]
9401889

>>9401125

>> No.9401894
File: 180 KB, 997x748, 1639469972932.jpg [View same] [iqdb] [saucenao] [google]
9401894

>>9401125
LOOKIN'
GOOD

>> No.9401907

>>9401212
>The original looks like inside of a shitty American protestant church.
this is where ACTUAL horror takes place
>gothic victorian aesthetic
this is not

>> No.9402251 [DELETED] 
File: 155 KB, 1107x867, mpv.jpg [View same] [iqdb] [saucenao] [google]
9402251

>>9401889
>>9401894

>> No.9402481
File: 1.52 MB, 2691x2016, msh.jpg [View same] [iqdb] [saucenao] [google]
9402481

CRT Guest Advanced works for me

>> No.9402489

>>9401125
What are the negatives of using Shaderglass instead of Retroarch?

>> No.9402547

>>9401206
On RetroArch there's one simply called interlacing under shaders/misc that should do the trick. RA's PCSX2 core sucks, though. No idea if there's a ReShade version you could use on the standalone emulator.

>> No.9402549

>>9402481
Why no 4:3?

>> No.9402731

>>9401145
This.

>> No.9402738

>>9401125
Adjust the tickness of the lines. Lower it.

>> No.9402752

>>9402738
>thickness
every good shader has it.

>> No.9402757
File: 2.20 MB, 1373x1544, SR5.png [View same] [iqdb] [saucenao] [google]
9402757

>> No.9402772

I has question:
I've been using Higan for my NES/SNES needs, but it only has the one basic bitch blur shader, and it's scanline thingy looks like shit.
Are there any more shaders I can get to bolt onto this bitch or am I just stuck with it?
Is there a better emulator for NES/SNES that I should look into?
I just sorta grabbed the first one that werked.

>> No.9402790

>>9402772
higan has been superseded by ares, so you might wanna look into that. That said, ares doesn't have that many shaders either. You maybe bolt on ReShade onto either one, but really, if you want the best shaders, you gotta take the RetroArch pill.

>> No.9402798

>>9402790
I'll check out these options, thanks anon.
Also, while we're on the subject, am I just going to get some slowdown no matter what? Is that just a feature of the way the games are coded? Or will a better emulator run better?
because R-Type on hard is hard enough without random bouts of god damn bullet-time

>> No.9402817

>>9402798
Slowdown is inherent to a lot of SNES games due to the SNES CPU being slow as shit, so SNES emulators will inherently replicate this behavior. Some emulators have an option to overclock the SNES CPU, though, which may reduce or eliminate the slowdown, but sometime this can mess with the games and make them run faster, like they're on FF, so it's pretty hit and miss. A recent solution, therefore, has been to individually mod the games to make them support the SA-1 chip that some later SNES games included, which makes them run without any slowdown. I know there's a hack for Gradius III that employs it to great effect.

>> No.9402827

>>9402817
Ah, I see.
Thanks for the basic gestalt.
I'm pretty new to emulation so I wasn't sure if that was just a thing, or if my old toaster of a machine just wasn't playing nice with the emulators.

>> No.9403140

>>9401271
dumb comment

>> No.9403359

>>9402772
You can Shaderglass to use RetroArch shaders but i believe they are still worse than shaders you are getting with RetroArch.

>> No.9403457
File: 1.44 MB, 1440x1080, 1558513135562.png [View same] [iqdb] [saucenao] [google]
9403457

I went looking online, and saw a Toshiba CX32G60 for $80, and a Sony KV 27FS13 for $300. Are either of these any good? They were the largest TVs I could find near me.

>> No.9403518
File: 1.58 MB, 1366x768, scummvm 2022-11-06 01-52-16.png [View same] [iqdb] [saucenao] [google]
9403518

>>9401125
myst masterpiece edition.

>> No.9403589

>>9401125
You guys use other shaders than crt for older games?

>> No.9404193

>>9402757
If the aspect ratio wasn't messed up, I would say top has more soul

>> No.9404203

>>9404193
It's 4:3. That was a cutscene with letterboxing on the top and bottom that I cut out because it was literally just black.
Also, no. Top sucks.

>> No.9404214

>>9403589
Starting with 7th gen rarely.
Do prefer 6th gen even at higher res with CRT shader.

>> No.9404216

>>9403589
Sometimes I'll mess around with cel-shaders for 3D games. You'll have to upscale the game from its native res or it's going to look like shit, though.

>> No.9404217

>>9404203
Try square pixels and you see the light.
You don't want ME as an enema.

>> No.9404234

>>9404217
>Square pixels
No. 4:3.
CRTs don't work in pixels in the first place.
https://www.neogaf.com/threads/the-ps1-games-and-the-question-of-the-aspect-ratio.1599974/#post-263037725

>> No.9404247

>>9404234
But your LCD does, now stop being a retard if you play at native res.

>> No.9404264

>>9404247
>your LCD does
That's why CRT shaders exist, retard.

>> No.9404271

>>9404264
I can still see the uneven jaggies. How can you play like this?

>> No.9404286

>>9404271
They show up all the same on any AR. You'd know this if you've actually played games. I don't think you've seen what this game looks like on PAR 1:1.

>> No.9404351
File: 193 KB, 2553x1119, SOUL.png [View same] [iqdb] [saucenao] [google]
9404351

>>9404286
>You'd know this if you've actually played games.
You're a coward.

>> No.9404361

>>9404351
>SOUL
More like you just reaved the soul from it with your shit taste.

>> No.9404394

>>9404217
Is square pixels right for anything from the 90s besides the Game Boy?

>> No.9404405

>>9404394
not really
if the devs themselves didn't make it output square pixels (which they could but never did), then it's not meant to be. they didn't dabble on this when making games for the average consumer crt

>> No.9404417

>>9404405
Just for clarity, I don't mean CRT Fuzz vs. LCD, I meant purely aspect ratio. I'm pretty sure all DOS games used vertically stretched pixels, and probably most other home computer games too.

>> No.9404817

Why did RetroArch became the standard for CRT shaders?
Are ShaderGlass shaders good as RetroArch?

>> No.9405239
File: 823 KB, 1050x1400, colorsandbloom.jpg [View same] [iqdb] [saucenao] [google]
9405239

A CRT must glow or it's shit.

>> No.9405290

>>9404817
It wasn't the first emulator/program to support shaders by any means, but it was one of the first ones to really emphasize them, and its shader support was very robust from the get-go. RetroArch actually began using the same XML shader format that bsnes used at its inception, and very quickly a repository was consolidated where you could easily access and download the shaders. The shader that initially began the CRT shader craze was cgwg's CRT-Geom, which is simple by today's standards but far superior to the primitive scanlines+bilinear filtering solution most people were using back then. Around this time, byuu, as he often did, abandoned the old XML shader format bsnes was using, opting for another meme format called quark only used by higan and now ares, but not many people moved to create shaders for it. RetroArch opted to drop it as well, and implemented Cg, and later glsl and slang shaders, which made shaders available for almost all platforms RetroArch was on (the ones that had programmable pipeline support, anyway). They also implemented multi-pass shader support, which allowed even more complex shaders to be created, including the monster that is CRT-Royale. Meanwhile, other emulators/programs simply didn't care all that much to implement shader support, or to make it better. ePSXe had shader support as far back as 2008 IIRC, but you needed a specific third-party plugin for it and the shaders were not easily accessible. Project64 only supported them through a very specific fork of Rice's Video plugin, and it was very limited. DOSBox has a couple forks that have shader support, but it took them a while to make it worthwhile and port many of the good shaders to it. It's only now with things like ReShade that other programs aside from RetroArch are seeing the benefits of good shaders.

tl;dr: RA took robust shader support very seriously very early, and it took others a long time to do the same.

>> No.9405437

>>9405290
Wow, wasn't expecting such a detailed response. Thank you very much.

>> No.9405570
File: 1.25 MB, 2560x1440, 1657520320021.gif [View same] [iqdb] [saucenao] [google]
9405570

>> No.9405710 [DELETED] 
File: 2.14 MB, 1879x1437, 1639208981817.gif [View same] [iqdb] [saucenao] [google]
9405710

>> No.9405716
File: 3.25 MB, 3758x1437, 1645750759707.jpg [View same] [iqdb] [saucenao] [google]
9405716

>> No.9405720
File: 20 KB, 569x539, 1662750827979636.jpg [View same] [iqdb] [saucenao] [google]
9405720

>>9405716
>vertical scanlines

>> No.9405724

>>9405720
That's the mask

>> No.9405731

>>9405724
A black/white mask, eh? Wouldn't using a green/magenta mask look more like an actual mask? As it is, it really does just look like vertical scanlines, since there's no actual scanlines.

>> No.9405738
File: 2.25 MB, 2560x1440, 1668140682239.png [View same] [iqdb] [saucenao] [google]
9405738

>>9405731
Like this?

>> No.9405763

>>9405738
That's an RGB mask, although due to subpixel fuckery it does actually end up looking like magenta/green. Meanwhile, a magenta/green mask ends up looking like RBG. Funny how that works.

>> No.9405767

>>9405763
Where can I learn more about configuring masks correctly?

>> No.9405782

>>9405767
Libretro forums are probably the best place. The best CRT shader devs post there and people often post their presets and how they achieved them, and there's lots of lively discussion on masks.

Some pointers on masks: the best masks take care to keep subpixel spacing consistent. The reason the RGB mask you just posted looks magenta/green is due to the following. In a typical LCD panel, the primary colors are represented in pixels as follows:

Rxx
xBx
xxG

Here, the x's typify a blank subpixel. So what happens, then, when we use a Red/Blue/Green mask?

RxxGxxBRxxGxxBRxx etc.

See how the Blue subpixel ends up right next to the red subpixel every time? Red and blue together end up making magenta, so the end result will be Green/Magenta effectively.

However, if we invert the mask to BGR instead:

xxBxGxRxxxxBxGxRxx

Now we have proper triads, albeit with a bit of black space between them.

>> No.9405789

>>9405782
As for a Magenta/Green mask, check it out:

RxBxGxRxBxGx etc.

Here, magenta is produced by using both red and blue in a single pixel, and green on the following pixel, but the end result, once again, is evenly-spaced triads (effectively RBG here), at a higher TVL than RGB or BGR.

>> No.9405827
File: 1.42 MB, 3752x1435, 1644251092645.jpg [View same] [iqdb] [saucenao] [google]
9405827

>>9405782
>>9405789
Thanks, that's quite a lot of info! Is there a thread that lists which masks correspond to which patterns? I'm using the crt-guest-dr-venom shader. After playing around with it a bit more, I ended up with this using mask 6. Am I on the right track?

>> No.9406043

>>9405827
Guest-Dr-Venom is outdated. It has been superseded by Guest-Advanced, which, while available in the mainline RetroArch shader repos, often sees newer versions posted first in this thread:
https://forums.libretro.com/t/new-crt-shader-from-guest-crt-guest-advanced-updates/25444
As for Mask 6, that's actually an RGB mask, which has the issue I outlined above. However, Guest-Advanced has a parameter to switch to a BGR layout, which will correct it. And if you want a shadow mask layout akin to what you have on that pic, use the Mask Stagger parameter.

>> No.9406730 [DELETED] 

>>9405570
Too many colors, doesn't look like a spooky mansion

>> No.9406826

>>9401125
What if I use a CRT filter in a CRT monitor?

>> No.9406840

>>9406730
Probably because that's a police department building.

>> No.9407183
File: 983 KB, 3844x1439, 1637318055440.jpg [View same] [iqdb] [saucenao] [google]
9407183

>>9406043
I'm using Dr-Venom because I'm using it with Reshade. Has Advanced been ported to Reshade as well? Also, I did a bit more research and ended up with this (using my Panasonic Tau CRT as reference). Mask 5 seems to look the most like my TV, and the mask is clearly visible on the TV sitting at the same distance as I do my monitor, so I set the size to 2 since it was invisible at 1 at 1440p. Do you think it looks too prominent?

>> No.9407208
File: 3.61 MB, 2560x1440, 1665147280142.png [View same] [iqdb] [saucenao] [google]
9407208

>>9407183
And a 240p shot just to show the scanlines (they aren't very pronounced on my TV so I didn't make them very pronounced here).

>> No.9407265

>>9401145
I agree with all of this. The mansion in the original is was in perfect squeaky clean working order in order to hide the dirty secrets in the basement labs.
REmake is just a dirty, dark, green brown gray for no reason and it sucks

>> No.9407280
File: 2.25 MB, 1440x1080, uccopsar-221110-162938.png [View same] [iqdb] [saucenao] [google]
9407280

>> No.9407291

>>9407183
>>9407208
I could've sworn it had, but I can't find it. Guest links an "updated" version of ReShade Dr-Venom in the first link of his thread in the libretro forums that I linked above, but I don't know if it's actually the Advanced version and he just didn't rename it. However, he also has another one called MaskGlowAdvanced here:
https://github.com/guestrr/ReshadeShaders
Try those out, in any case.

As for the mask, a better idea would be to try masks 11 and 12 (if they're available). Mask 12 is Red/Green/Blue/Black or RGBX, which is highly accurate in subpixel behavior, and will give you the same TVL you're shooting for. Mask 11 is an alternative, brighter version known as Red/Yellow/Cyan/Blue which, while not technically as accurate as Mask 12 (the end result is phosphors colored magenta, yellow and cyan), still looks pretty damn good at a distance, has evenly spaced subpixels, and is twice as bright.

>> No.9407292

>>9407291
Whoops, looking at the code, Mask 10 is RGBX, not mask 12. Just a heads up.

>> No.9407462

>>9407291
>>9407292
Thanks! That version does have that mask in it, the old one I was using didn't. It looks much better from my initial trying it out, I'll do some tweaking and see what kind of results I can get. Thanks for all the help and info.

>> No.9407539

>>9401271
Irrelevant, a mansion is supposed to look ominous. Even Wesker agrees.
>Wow, what a mansion!

>> No.9407549

>>9407291
>>9407183
Yes it's been ported.

>> No.9407997
File: 1.49 MB, 2560x1440, 1662882641752.jpg [View same] [iqdb] [saucenao] [google]
9407997

>>9407208
New preset using mask 10.

>> No.9408017

>>9407997
Not bad, anon. At 1440p that comes out to 360TVL, right in the ballpark with higher-end consumer CRTs. I personally prefer Mask 11 just because of the huge brightness boost, but this is fine.

>> No.9408060
File: 2.42 MB, 760x1080, 1651650220997.webm [View same] [iqdb] [saucenao] [google]
9408060

jitterbros...

>> No.9408065

>>9408060
Look at when it fades out. The luminance of a scene affects the entire scene itself. Shaderchads, when can we acquire this mojo?

>> No.9408114

>>9408065
I'd be genuinely impressed if accurate

>> No.9408194

>>9408065
CRT-Guest-Advanced can do something akin to that. Look for the Raster Bloom % parameter.

>> No.9408329

>>9408017
Awesome, replicating a CRT TV is exactly what I was trying to do. Any recommendations on masks for replicating arcade monitors?

>> No.9408346

>>9408329
You'll want to turn on the slot mask strength parameters for that, since by and large that's the kind of mask they used. Keep the current mask you're using, but as for slot mask size, use size 4 horizontal (corresponding to the number of pixels the mask itself uses), and size 2 vertical.

>> No.9408347
File: 3.58 MB, 1920x1080, 1657178058025.png [View same] [iqdb] [saucenao] [google]
9408347

>>9405239
truth, and even the most glowing shaders aren't glowy enough

>> No.9408503

>>9408347
To really get the effect, you need HDR. Regular old monitors simply don't get bright enough, and all most shaders can do is try to fake it. The Sony Megatron shader on a good HDR display gets the closest to replicating it, as the panel itself produces the glow.

>> No.9409139

>>9401125
now this is odd, usually this screenshot is comparison of GC and the complete lack of shadow in the demaster

>> No.9409162
File: 3.94 MB, 1885x2868, 4.png [View same] [iqdb] [saucenao] [google]
9409162

>>9407208
lookin good

>> No.9409204

>>9409162
I will never get why some insist on 240p for old 3D games. Games can actually look so good if you go for at least 2x-3x scale. The bottom one might as well be from a PS2 game with a bit of squinting.

>> No.9409261

>>9409204
Because 3D objects pop out from the background too much if everything isn't the same resolution. Kind of like old Hanna-Barbera cartoons where the part that was going to move would be a slightly different color than the rest of the scene. It breaks the illusion that everything is on the same plane and reminds you that you're controlling a 3D model walking on top of a flat image. If you keep everything the same resolution as the lowest-resolution elements (the backgrounds) and use SSAA to clean up the 3D models a bit, everything meshes together and becomes much more believable visually.

As for games that are full 3D, high resolutions can really bring out the worst in them, especially when you have a mismatch between pristinely rendered HD models and low-res, pixellated textures. I find 720p to be the sweet spot for 6th gen 3D games, with a healthy dose of MSAA to smooth out the jaggies. Anything above that and it you can see the flaws too clearly.

Making a game look good is just as much about hiding the blemishes as it is about clarity.

>> No.9409308

>>9409204
Because if you upscale models and remove dithering, there's no point to CRT shaders. If you're going to deviate from what the original console outputs by using enhancements, you're basically cheating. You might as well not use shaders at all.

>> No.9409693

>>9409261
>>9409308
When I compare the quality of rendering in the bottom version the model looks much closer to the background. If I didn't know beforehand I might not even be able to tell at all.

>> No.9409696
File: 1.55 MB, 1885x1440, test.jpg [View same] [iqdb] [saucenao] [google]
9409696

>>9409693
Forgot pic

>> No.9409754
File: 863 KB, 1920x2160, goodgraphics.jpg [View same] [iqdb] [saucenao] [google]
9409754

>>9409308
Who am I cheating? I just want to see my pixelated textures in their full high definition glory.

>> No.9409760

>>9409754
>Who am I cheating?
Yourself. You can do so if you want but you know you're faking it. Taking the fun out of making a shader make a game look more authentic. Might as well play a remaster or something.

>> No.9409793

>>9409760
I'm not talking about shaders. I'm talking about resolution. What I'm saying doesn't change when you use an actual CRT. Some games even let you pick a higher resolution on console but often at massive cost of frame rate. Clearly developers would have liked to show off their art more than they could.

>> No.9409801

>>9409793
>What I'm saying doesn't change when you use an actual CRT
Well yes, that's why the shaders exist. To mask the native resolution and its technical tricks so they'll mimic what they'd actually look like on a CRT. I'm just saying that if you want to upscale the image there's no point or need to using a shader.

>> No.9409806

>>9409801
I already told you I'm not talking about shaders, retard. You want high resolution on a real CRT, too. For 3D games on a TV at least 480i.

>> No.9409808

>>9409806
>you want
What you want doesn't matter, fuckface. You get the resolutions the fucking game was designed for.

>> No.9409826

>>9409808
>What you want doesn't matter, fuckface.
Yes, it does.
>You get the resolutions the fucking game was designed for.
Which one?

>> No.9409827
File: 243 KB, 1680x1050, laggygame.jpg [View same] [iqdb] [saucenao] [google]
9409827

>>9409808
>>9409826
Forgot pic again.

>> No.9409840

>>9409826
>Which ones
The ones you can't choose through emulator enhancement settings.

>> No.9409847

>>9409840
Nigga some console games let you pick resolutions. You would know that if you weren't a zoomer who has never seen a CRT in his life.

>> No.9409876

>>9409847
>some console games
Some, not all, you dumb nigger. Very few in comparison to entire libraries, even. And certainly not Omega Boost, just because exactly 33 games out of 3,061 PSX games could output above 240p ingame.
Thin-skinned bitch can't stand playing games without enhancements has no right to call anyone a zoomer. Coward.

>> No.9409940

>>9409876
So if a game would let you pick like in >>9409827 which do you think looks better?

>> No.9409957

>>9409940
>>9409840

>> No.9409981

>>9409957
Strawman again.

>> No.9410125

>>9409308
>there's no point to CRT shaders
The CRT shader obviously blends lowres elements and highres elements.

>> No.9410129
File: 3.89 MB, 1250x1907, ff8.png [View same] [iqdb] [saucenao] [google]
9410129

>>9410125

>> No.9410178

>>9410129
Top looks like shit without the CRT stuff obviously, but bottom one looks way better than it would on original hardware on a real TV.

>> No.9410185

>>9410129
christ

>> No.9410243

>>9410178
>way better
Subjective I guess but that looks like shit

>> No.9410272

>>9410243
Then why did you post it?

>> No.9410330
File: 1.85 MB, 1920x1080, dhewm3 2022-11-11 13-13-32.jpg [View same] [iqdb] [saucenao] [google]
9410330

>> No.9411312
File: 273 KB, 2160x1440, Pokemon - Emerald Version _USA_ Europe_-221105-145259_20221113085712.png [View same] [iqdb] [saucenao] [google]
9411312

>> No.9411314
File: 252 KB, 2160x1440, Pokemon - Emerald Version _USA_ Europe_-221105-145324_20221113085707.png [View same] [iqdb] [saucenao] [google]
9411314

>> No.9411381

>>9410272
you're not as smart as you think, you're actually completely retarded and wrong, go figure

>> No.9411679
File: 1021 KB, 3360x2240, Pokemon Radical Red (3.0)-221113-121736.png [View same] [iqdb] [saucenao] [google]
9411679

>>9411314
I prefer using PSP LCD. Looks pretty nice on my screen.

>> No.9411687

>>9409696
Try 4x SSAA at 240p and post results, it should blend together more.

>> No.9411702

>>9410129
This highlights the issue with having higher-res 3D elements than the 2D backgrounds. Look at the dude in the red vest near the back. You shouldn't be able to tell that he's part of the background. Rendering everything at the same resolution as the backgrounds fixes this. If you do it without AA, the 3D objects still stand out a bit due to jagged edges, but with SSAA or MSAA it solves the issue entirely.

>> No.9411727
File: 2.54 MB, 1920x1080, BIOHAZARD(R) 3 PC 2022-11-12 22-48-54.jpg [View same] [iqdb] [saucenao] [google]
9411727

Something off what anon posted here about guest mask and stagger
RE3 Classic Rebirth unlocks all of the hd assets RE3 Sourcenext has and fixes the jittering.
Also it is compatible with Reshade out of box thanks to the patch

If anyone wants to do a better preset off >>9407291 , be my guest, this is just a test.

>> No.9411746

>>9411679
Is that what it's called? I didn't see it in Retroarch. I prefer the one called dot for now.

>> No.9411778
File: 2.24 MB, 3360x2240, Castlevania Aria of Sorrow - Recolor by JonataGuitar (v1.0)-221113-124619.png [View same] [iqdb] [saucenao] [google]
9411778

>>9411746
lcd-grid-v2-psp-color
with a few tweaks, but yeah

>> No.9411853

>>9411727
Heads up, guest just released an updated version of Guest-Advanced for ReShade if you wanna check that out. It's linked in the first post of his libretro forums thread.

>> No.9411861

>>9411853
Fucking finally

>> No.9412169

>>9411853
i hope someone does a good high end pc crt preset

>> No.9412342 [DELETED] 

>>9409261
Also to add to that 5th gen games looks similar to pixel art at 240p.
If you render it higher resolutions it looks like a cheap 3D model.

>> No.9412527

>>9409261
>>9410129
>>9411702
It's not just that but rendering 5th gen games at 240p looks like pixel art.
Where as higher res is just cheap looking 3D.

>> No.9413081
File: 1017 KB, 500x462, wesker.gif [View same] [iqdb] [saucenao] [google]
9413081

>>9401145
>>9401212
i like both equally for different reasons

>> No.9413086

>>9413081
damn you wesskler

>> No.9414469
File: 3.93 MB, 1919x1438, duckstation-qt-x64-ReleaseLTCG 2022-09-19 12-40-54.png [View same] [iqdb] [saucenao] [google]
9414469

>> No.9414472
File: 3.92 MB, 1919x1438, duckstation-qt-x64-ReleaseLTCG 2022-09-19 12-41-08.png [View same] [iqdb] [saucenao] [google]
9414472

>>9414469

>> No.9414478
File: 2.76 MB, 1440x1080, 1663588254714286.png [View same] [iqdb] [saucenao] [google]
9414478

>>9412527
>rendering 5th gen games at 240p looks like pixel art

>> No.9414494

>>9410178
It's the ff8 remaster, so top is what it's supposed to look like.

>> No.9414495

>>9414469
Disgusting
>>9414472
Awful
>>9414478
Soul

>> No.9414497

>>9414494
>remaster is what it's supposed to look like
lmfao excellent b8

>> No.9414504
File: 3.73 MB, 1557x1246, Watcher.png [View same] [iqdb] [saucenao] [google]
9414504

>>9414495

>> No.9414512

>>9413081
Based video game enjoyer.

>> No.9414527

>>9414478
That's gonna look even worse in higher res
see >>9409162

>> No.9414534

>>9414527
Low res has terrible jitter jaggies in motion

>> No.9414550

>>9410178
>but bottom one looks way better than it would on original hardware on a real TV
good

>> No.9414649
File: 2.06 MB, 3840x2160, 1668447969236805.jpg [View same] [iqdb] [saucenao] [google]
9414649

Show us how you're not mindless drone and tell how you would've done the Tactics Ogre Reborn graphics. This looks horrible.

>> No.9414772

>>9414478
Are you using XBR texture filtering or some shit?

>> No.9414774

>>9414649
I would've just taken the PSP version, thrown in HD portraits/UI, and kept the in-game graphics the same, with integer scaling and sharp-bilinear scaling options.

>> No.9415012 [DELETED] 

>>9414534
>Low res has jitter jaggies in motion which gives it sovl
Fixed it for you

>> No.9415031

>>9414534
>Low res has jitter jaggies in motion which gives it sovl
Fixed it for you
As i said models them selves are extremely low poly looks very cheap at higher res. Compared to that jaggies is much better. And i unironically like them also like it.
N64,DC and other i do render them at 4k.

>> No.9416604

>>9401889
>>9401894
kys

>> No.9416613

I dream of a day when we'll have resolutions high enough to not have to use CRT shaders.
Maybe 200K resolution would be needed for a 20-30 inch screen.

Both CRTs and Modern Displays are flawed. Low Resolutions are flawed.

>> No.9416615

>>9407997
Stop rendering at high resolution
Looks horrible
Use 240p native

>> No.9416618

>>9408017
>>9408329
TVL = Horizontal Resolution

PSX common resolution = 320x224
After PAR adjustment = 292x224

292TVL is ideal if not using overscan
320TVL if not using PAR adjustment like the original console

>> No.9416621

>>9409204
>I will never get why some insist on 240p for old 3D games.
That's clearly rendered at high resolution and then he put the shader on top of it.
You can tell because it looks shit and inauthentic as hell.
But he will continue to spam those same comparisons because he's an autist.

>> No.9416624

>>9410129
Stop spamming these images you stupid nigger
The bottom looks like garbage
You shouldn't apply shaders to 1080p renders

>> No.9416843

This is why upscaletards should not be taken seriously.

>> No.9417038

>>9401271
>horror isn't cool
you're full of shit. most horror fans are edgelords who don't understand the concept of "less is more".

>> No.9417067

>>9416618
TVL is the number of discrete vertical lines the mask can resolve in a span of horizontal length equivalent to the vertical length of the tube - in other words, within the area of a square that starts at the leftmost edge of the tube. Since we're not working with a square picture, it isn't exactly equivalent to horizontal resolution.

In an emulated CRT, assuming the image isn't letterboxed from integer scaling, TVL is effectively calculated by dividing the panel's vertical resolution by the number of pixels used to draw a complete phosphor triad. So for instance, if we're using a mask such as RGBX (Mask 10 in Guest's shaders), which uses four pixels horizontally to draw each phosphor triad, at 1440p we'd do 1440 / 4 = 360. If you desire lower TVL, you'd have to use a custom mask pattern that uses more pixels (Sony Megatron has patterns that use up to 7).

>> No.9417372

>>9416621
>>9416624
I'm sure you get what you want by being autistic about it.

>> No.9417392
File: 3.89 MB, 4032x3024, 1667190361820267.jpg [View same] [iqdb] [saucenao] [google]
9417392

>>9416621
>You can tell because it looks shit and inauthentic as hell.
You realise it only looks shit on shit monitors, you TFTard.
Also I don't think you know how Trinitrons looked like.

>> No.9417770
File: 2.67 MB, 2880x2160, Final Fantasy VII (USA) (Disc 1)-221115-171355.jpg [View same] [iqdb] [saucenao] [google]
9417770

I'm trans btw

>> No.9417784
File: 931 KB, 780x726, gtfo.png [View same] [iqdb] [saucenao] [google]
9417784

>>9417770

>> No.9417871
File: 1.28 MB, 780x726, time4yu2getout.png [View same] [iqdb] [saucenao] [google]
9417871

>>9417770
same but as >>9417784 said you need to get out

>> No.9417898
File: 1.35 MB, 2880x2160, ackackfagic.jpg [View same] [iqdb] [saucenao] [google]
9417898

>>9417770

>> No.9418331
File: 2.09 MB, 1080x1920, 5daf86bcb02ef626fd7e19e4718dd08000cf90a2.jpg [View same] [iqdb] [saucenao] [google]
9418331

>> No.9418361
File: 206 KB, 490x702, ywnbaw.jpg [View same] [iqdb] [saucenao] [google]
9418361

>>9417770

>> No.9418401
File: 2.88 MB, 2880x2160, svc-221115-234157.jpg [View same] [iqdb] [saucenao] [google]
9418401

>> No.9418429

>>9418361
>cursor not above cloud

>> No.9418439
File: 467 KB, 1811x1087, peelimit.jpg [View same] [iqdb] [saucenao] [google]
9418439

>>9418429
>>9418361
i had the same idea but went another angle

>> No.9418671
File: 2.30 MB, 2880x2160, YWNBAWVII.jpg [View same] [iqdb] [saucenao] [google]
9418671

>>9418361

>> No.9419081

>>9417067
Wrong you retard
TVL = Horizontal Resolution
This is why you get horizontal blank lines on 240p content on 600 line BVMs
Because every line is thinner and thus every non-active line gets skipped
This results in a jaggier picture overall due to the pixels being smaller and results in the horizontal scanline gap effect which only retarded zoomers like

>> No.9419116
File: 2.70 MB, 3024x4032, 20220729_113004.jpg [View same] [iqdb] [saucenao] [google]
9419116

>>9419081
Right, on smaller 14-inch consumer sets, you literally get no visible scanlines.

>> No.9419158
File: 3.58 MB, 2880x2160, kof99-221116-094313.jpg [View same] [iqdb] [saucenao] [google]
9419158

>> No.9419406

>>9415031
>models them selves are extremely low poly looks very cheap at higher res
The models and also environments might be low poly but there are still plenty of games that still look good because of texture work and art direction. Basically your argument sounds like the graphics are shit, better not be able to get a close look at them whereas I actually like the look of PSX games in general and want to be able to see it more clearly if I can.

>> No.9419849

>>9419406
They were never meant to be seen more clearly. Where as they look similar to pixel art in 240p.
There are indie pixel art created using 3D models with shaders. Think of it as something similar.

>> No.9419970

>>9419849
>They were never meant to be seen more clearly
What if the devs port the game to PC or more powerful consoles later? Metal Gear Solid for PC is one example. Maybe Soul Reaver, too. The final product is always a compromise.
>Where as they look similar to pixel art in 240p.
Can you explain this for random game screenshot >>9409754? When I look at the drones I just don't see how the low res one would be better or more pixel arty. It just looks like noise. The funny thing is the textures on the drones look like real pixel art and the higher res actually lets me see and appreciate them fully.

>> No.9419987

>>9419970
Because they were made with as much effort as possible DESPITE the resolution. They don't stay a specific distance away from the player camera, and become clearer the closer they are, which is something that does happen during gameplay, either because they get close to the player, or because the player themselves want to marvel at the graphics that the game could display on its own. This is what some people may call "soul".

>> No.9420124
File: 2.19 MB, 1905x1440, Donkey Kong Country 2 - Diddy's Kong Quest (USA) (En,Fr) (Rev 1)-221116-135819.png [View same] [iqdb] [saucenao] [google]
9420124

i fucking love dkc bros

>> No.9420141

>>9419970
>What if the devs port the game to PC or more powerful consoles later? Metal Gear Solid for PC is one example
This is 5th gen generally games were designed specifically for that console. You can talk about some late western games but in case of Japanese devs. No. They were created with PS1 in mind. MGS PC port wasn't done by Konami and is worse than PS1 version.

>When I look at the drones I just don't see how the low res one would be better or more pixel arty. It just looks like noise
Noise looks good it adds it atmosphere. With high res you are just seeing issues and it looks very cheap while low res version look high quality. Some horror movies looks worse in bluray because you can see the makeup.
>The funny thing is the textures on the drones look like real pixel art and
And low resolution also adds to makes models look like pixel art.

There is also the issue of high res just looking cheaper 3D game. Like even if you are not a fan of low res it is something different. For me one of the good things i like playing PS1 is that it looks different. I can just play something released later for high res.

There are sometimes problems with devs intentions as with N64 where no solution is good, and N64 tries to actually draw a modern image. For PS1 however that is simply not the case here. Even PS1 is issues looks good to me. I remember hearing an issue about Dragon Quest 4 PS1 being added to NDS version.

You do you of course.

>> No.9420145

>>9420141
Bless you for having patience with these zoomies.

>> No.9420150
File: 2.95 MB, 1905x1440, Donkey Kong Country 2 - Diddy's Kong Quest (USA) (En,Fr) (Rev 1)-221116-140733.png [View same] [iqdb] [saucenao] [google]
9420150

>> No.9420195

>>9420124
>>9420150
Why is it so blurry? That's NOTHING like what SNES composite looks like.

>> No.9420267
File: 3.55 MB, 1905x1440, Donkey Kong Country 2 - Diddy's Kong Quest (USA) (En,Fr) (Rev 1)-221116-144856.png [View same] [iqdb] [saucenao] [google]
9420267

>>9420195
i dunno lol
maybe it's the mask? i'm still experimenting with it but i just disabled it for now

>> No.9420305
File: 3.21 MB, 1905x1440, Donkey Kong Country 2 - Diddy's Kong Quest (USA) (En,Fr) (Rev 1)-221116-150903.png [View same] [iqdb] [saucenao] [google]
9420305

it looks good on my monitor

>> No.9420907
File: 3.06 MB, 3024x4032, 20221116_202840.jpg [View same] [iqdb] [saucenao] [google]
9420907

>>9420124
>>9420150
>>9420195
>>9420267
>>9420305
It looks okay. Sure, a but too blurry for SNES composite, but it's fine.

>> No.9420957
File: 2.31 MB, 1905x1440, Donkey Kong Country 2 - Diddy's Kong Quest (USA) (En,Fr) (Rev 1)-221116-194618.png [View same] [iqdb] [saucenao] [google]
9420957

i'm not sure why the screenshots are like that but it's not blurry while i'm playing

>> No.9421053
File: 1.39 MB, 2749x2114, Dolphin 2022-11-17 05-31-13.jpg [View same] [iqdb] [saucenao] [google]
9421053

>>9401125
I always do CRT-Royale+GTU, in this case 288 lines

>> No.9421440

>>9409696
You're actually just retarded.

>> No.9421443

>>9405239
I will never get the shader trend. This just makes it look like I have bad astigmatism.

>> No.9422304
File: 3.61 MB, 2880x2160, Street Fighter Collection 2 (USA)-221117-132332.jpg [View same] [iqdb] [saucenao] [google]
9422304

how shameful of blonde ryu

>> No.9422491

>>9402549
the pixel aspect ratio for CPS games isn't 4:3. What's proper is a big can of worms. I think they look better a little wider than 4:3 personally.

>> No.9422502
File: 999 KB, 1500x1000, 0005.jpg [View same] [iqdb] [saucenao] [google]
9422502

>>9422491
It is 4:3. Just like SNES is 4:3, not 8:7.
We go off the display, not the output.
Regardless, that's the console port, not the arcade version.

>> No.9422513
File: 3.30 MB, 3840x2160, Tomb Raider (USA) (v1.1)-221117-151018.jpg [View same] [iqdb] [saucenao] [google]
9422513

I'm sick of this shit.

>> No.9422659

>>9422502
Enjoy fucked depending on the game. Yeah we all used 4:3 because that was the display available, but the artists did not always factor that in. Worse still is that some developers were inconsistent within the same game. Some games look better in PAR, BigBlue. Deal.

>> No.9422662

>>9422659
*fucked geometry

>> No.9422752

>>9422502
Okay so we're gonna accept all those shitports from Genesis to SNES, where they shoveled the assets over with no consideration for its PAR, to be proper too?

>> No.9423008

i like me a good filter mostly to blur out seams all ps1/n64 and older titles have but some of you niggers overdo it.
>>9420305
>>9420267
>>9420150
>>9418671
>>9414504
>>9407208
>>9405827
>>9405738

like im starting to worry that you are damaging your eyes trying to decipher these filters. just tone down your settings a little. the second text becomes remotely difficult to read you went to far
it will still do the job of masking older graphics making the games look better without the pain

>> No.9423045

>>9423008
i'm not hurting my eyes with shit. i have three CRTs and came here just to make the edit.

>> No.9423052

>>9422659
This is arcade games. They might have paid more attention. inb4 lol
>>9423008
When i use composite filter/cable it doesn't hurt my eyes but does feel a bit off when i stop playing the game. Sorta feel tired. That's one of the reasons i started using RGB shader.

>> No.9423160

Can someone replicate the ol Amiga CRT VGA on guest's reshade
https://www.youtube.com/watch?v=zB_UZsJUbwQ

>> No.9423807

where do you nig nogs get your information on which shader options do what? i'm using crt-guest-dr-venom because my potato can't run the newer one, and most of these options are a mystery to me.

>> No.9424660

>>9423807
Toggling them and observing the difference? Knowing what they are from technical experience and a basic vocabulary? Dig in and fuck with shit, zoomer.

>> No.9424678

>>9424660
Not him but some shaders like Guest have a lot of options that only show interesting results when other specific options have already been tuned to your liking, and testing every single combinations would take hours if not days of fiddling.
Best method is to copy someone else's setup and tune it for your liking, if you actually want to play videogames.

>> No.9424732

>>9424678
Then he should use those presets. The presets are good enough for anyone complaining about muh tinkering.

>> No.9424925
File: 3.14 MB, 2880x2160, PlayStation Underground 3.1 (USA) (Disc 2)-221118-102206.jpg [View same] [iqdb] [saucenao] [google]
9424925

What a shitty racing game...

>> No.9427069
File: 3.56 MB, 3840x2160, Sonic2Absolute 2022-09-03 22-02-21.jpg [View same] [iqdb] [saucenao] [google]
9427069

>> No.9427162

>>9405570
>picture quality just gets worse and darker

>> No.9427415
File: 2.05 MB, 1800x1440, c69d53bec609440f17d66df285fdcf0fe9149858.png [View same] [iqdb] [saucenao] [google]
9427415

>> No.9427428

>>9427415
Why is the mask strength so high

>> No.9427959

>>9427415
Looks great but just a smidge too blurry.

>> No.9428043
File: 256 KB, 1000x1000, manowar-kings-of-metal-20160905215741.jpg [View same] [iqdb] [saucenao] [google]
9428043

>>9427415
lel

>> No.9429107
File: 1.99 MB, 3832x1440, 1649161223542.jpg [View same] [iqdb] [saucenao] [google]
9429107

>> No.9429326

>>9401262
What game?

>> No.9429756

>>9429326
Obviously Doom 3 Or Id's own Resident Evil 1

>> No.9430013
File: 3.06 MB, 2880x2160, Street Fighter Collection 2 (USA)-221120-102147.jpg [View same] [iqdb] [saucenao] [google]
9430013

gottem

>> No.9431531
File: 3.30 MB, 2880x2160, Final Fantasy VIII (USA) (Disc 2)-221120-222331.jpg [View same] [iqdb] [saucenao] [google]
9431531

How'd they get away with it?

>> No.9432285

>>9431531
it's a seashell anon

>> No.9432936

>>9432285
cope

>> No.9433202

>>9401125
Uber noob and tech retard here. Just installed retroarch a week ago and loving it with CRT royale but it always leaves an outline on my monitor. I’m able to get rid of it after a few minutes with a pixel fixer but can it lead to permanent damage? Is there a similar shader y’all would recommend?

>> No.9434116

>>9433202
Are using it at the right resolution?
It sounds like interlacing is causing image retention.

>> No.9434187

>>9433202
You're using an IPS monitor, aren't you?
Disable interlacing on the shader configs. IPS hates interlacing.

>> No.9434576

>>9434116
>>9434187
Yep, interlacing was it. Thanks bros

>> No.9435921
File: 2.84 MB, 2880x2160, Super Mario Bros. 3 (USA)-221122-154136.jpg [View same] [iqdb] [saucenao] [google]
9435921

froggy

>> No.9436613
File: 955 KB, 1920x1440, 01246467d67f4181b54b481224ed949075ba3a87.png [View same] [iqdb] [saucenao] [google]
9436613

>> No.9436721

>>9401145
you are completely right, my friend and I went through the original on my PS1 copy recently and we were honestly blown away by the game, especially for the time it released.

>> No.9438131

we autosage?

>> No.9438328

nigger

>> No.9438370
File: 1.78 MB, 400x279, 1555016106546.gif [View same] [iqdb] [saucenao] [google]
9438370

>>9438131
oh no...

>> No.9438570

nigger

>> No.9438773
File: 1.92 MB, 1905x1440, Super Mario RPG - Legend of the Seven Stars (USA)-221122-215342.png [View same] [iqdb] [saucenao] [google]
9438773

why is it autosaged

>> No.9438867

nigger