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/vr/ - Retro Games


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File: 243 KB, 640x455, Naamloos1.png [View same] [iqdb] [saucenao] [google]
1313680 No.1313680 [Reply] [Original]

So what kind of emulator filters does /vr/ use? I've started playing around with them and seeing how they look and how i like them. I generally have liked the hard pixels in the past, but I thought i'd see what else there is to offer.

I rather dislike the, super eagle sai, stuff that tries to smooth every edge so far.

What does /vr/ like for filters on various emulators?

>> No.1313949

>>1313680
None. There are many ways to avoid using filters. They don't all require huge investments or tracking down obscure/obsolete hardware. Learn them.

>> No.1313951

>>1313680
>What does /vr/ like for filters on various emulators?
I typically use an NTSC filter on anything that had excessive dithering or other color tricks. Otherwise, plain old nearest-neighbor (or native res / no filtering).

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

Shaders are mostly there to deal with scaling.

CRT Geom sharpness is pretty good.

>> No.1314357

This seems to be unpopular around here, but I upscale and smooth out 3x or 4x. I don't care much about staying "true" to the CRT feel. I kind of miss hard pixels sometimes though.

>> No.1314382

Integer ratio nearest neighbor 3x followed by bilinear. Looks like pixelate shader but works better on my graphics card.

>> No.1314441

No filtering, just sitting back a little further zomg natural interpolation

>> No.1314451

Best filter is either bilinear or NTSC/PAL.

The Sega Genesis needs that NTSC filter because many games use dithering.

Running it without that filter will make the game look like ass.

>> No.1314452

>>1314441
The SNES looks fine without filters but the Mega Drive will thank you if it has a TV filter.

>> No.1314946
File: 286 KB, 1196x896, xbr-mlv4.png [View same] [iqdb] [saucenao] [google]
1314946

xBR

Fuck the pixel purists, this looks fucking good

>> No.1314957

>>1314946

It's not so bad when I remove my glasses.

>> No.1315202

>>1314946
>Fuck the pixel purists, this looks fucking good
You don't gotta be a purist to know that this looks bad

sometimes i get the feeling you don't even like having eyes

>> No.1315237

>>1314946
>Overall a pretty droll
That looks awful. Looks like an average draw in a digital tablet.

>> No.1315252

>>1314946

i feel sick

>> No.1315362

None because I don't like obscuring the intended art with diarrhea.

>> No.1315950
File: 363 KB, 898x714, FFIII-filter-comparison.gif [View same] [iqdb] [saucenao] [google]
1315950

>> No.1315962

>>1315950
>FFIII
It's not FFIII.

>> No.1315970

>>1315962
that is american ffiii=japanese ffvi

>> No.1315973

>>1314946
I think that looks good too. The pixel purists are laaaaaame.
crt filters help sometimes, but usually they just fuck up the image.

>> No.1315980

>>1315970
I's still FFVI. It was called FFIII once for marketing reasons, but that was wrong and has been since rectified. Only a truly clueless person would call FFVI "FFIII" today. It's about on par with calling PlayStation a "Sony's Nintendo" - not only is it wrong, but it's not even a mistake anyone makes anymore.

>> No.1316025
File: 95 KB, 770x714, FFIII-deal-with-it.png [View same] [iqdb] [saucenao] [google]
1316025

>>1315980

>> No.1316973
File: 25 KB, 1280x896, ugly aliased pixel shit.png [View same] [iqdb] [saucenao] [google]
1316973

>>1314957
>>1315202
>>1315237
>>1315252

>people who think this actually looks better

You have to have shit eyes to think this blocky aliased shit looks anywhere close to good.

Look, jaggies are never good, and xBR is objectively improving image quality despite you cries of "muh pixels"

>> No.1316980

Scanlines are necessary for 2D games to look good

>> No.1317129

>>1313680
xBR

>> No.1317367

I like filters that artificially curve the screen corners. :)

>> No.1317386

>>1314946
>>1316973
It can looks nice, but sometimes the color/pixel structures make the filter make (that's quite a stretch of words) the sprites look really wonky at times.
Anyways, your aspect ratio is off.

>> No.1317693
File: 34 KB, 851x479, concept.jpg [View same] [iqdb] [saucenao] [google]
1317693

>>1316973
That looks like shit because the aspect ratio is fucked.

I use NTSC for SMS and MD only because that dithering looks like shit. And the way devs had to brute force pixels for any effect of depth makes everything look like a jumbled mess of squares.
>S&K without filters is a fucking eyestrain

Yeah, I'm quoting myself who cares.

Anyway other than that I don't use filters because I like the look of pixels and blocky colors. It's minimal and clean.
>pic related

>> No.1318467

xBR? xBR?
HUEHUEHUEHUEHUE give filters plos
i report u
huehuehuehuehuhue

>> No.1318504

I like the CRT filters, however the image gets pretty dark compared to a real crt i hope someday they can fix this also emulators output perfect rgb and some colors don't look the same way they do when using the console + analog video which in my opinion is the canon color maybe it should be a handy option too
until then i guess i will just use CRT + Hallation

Getting a good CRT in good condition is becoming harder and it is my though we CRT fans will have to relay on filters some day

Never tried upscalers tho,but i am guessing i would have to route PC output to the upscaler and then to monitor or tv,

Do upscalers add real scanlines that do not darken the picture ?

>> No.1318536
File: 184 KB, 640x640, 1388975549231.jpg [View same] [iqdb] [saucenao] [google]
1318536

>>1313951

This for me as well.

I avoid shit filters (SAI, etc.)

>> No.1318543
File: 176 KB, 619x597, sai_emulation_filters.jpg [View same] [iqdb] [saucenao] [google]
1318543

>>1314946

>> No.1318550
File: 298 KB, 1236x928, 1388976054844.png [View same] [iqdb] [saucenao] [google]
1318550

>>1318504
Only lazy scanline filters that just darken every other line make everything darker. A proper CRT shader, meanwhile, will compensate for this by making the colors of the pixels that were not darkened brighter. CRT-Geom does this.

Take this pic, for instance. If you were to compare this pic to a similar one that isn't filtered on something like Photoshop, you'd see the color values on the unfiltered image are about the same as the average between the darkened colors and brightened colors on the filtered one. A regular scanline filter, meanwhile, would result in a lower average, which is why the image looks darker.

>> No.1318563

>>1318550
And I just noticed you do appear to be using this shader, the halation version to be exact. The key to making it look brighter is to get rid of the phosphor emulation code (which doesn't really do much and actually makes the image darker due to the tinting), as well as to increase a value that makes the non-darkened lines "bloom" more, subsequently making them brighter. I'm guessing the halation version would look brighter than this still.