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/vr/ - Retro Games


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File: 18 KB, 960x720, retroarch.png [View same] [iqdb] [saucenao] [google]
8498424 No.8498424 [Reply] [Original]

WHERE IS FUCKING MUPEN64PLUS AND PCSX2 ON METAL YOU FUCKERS

>> No.8498446

Faggot

>> No.8498448

>>8498446
no u

>> No.8498463
File: 1.24 MB, 1658x975, Screenshot 2022-01-08 at 21.12.14.png [View same] [iqdb] [saucenao] [google]
8498463

Make the jump to OpenEmu.

>> No.8498471

>>8498463
Fuck that’s actually really pretty. Is that what it looks like OOB?

>> No.8498472

>>8498463
How is Jet Force Gemini?

>> No.8498486

>>8498463
no PS2 support

>> No.8498507

>>8498424
Compile them? Works fine for me.

>> No.8498513

>>8498463
doesn't work at 240p on CRT

>> No.8498693

>>8498471
Once you load in ROMs it pulls the cover art on the fly, I've always had terrible luck with it not finding any of my cover art correctly, but I must be using the wrong ROM sets.

>> No.8498694

>>8498513
How are you driving a 240p display on a Mac?

>> No.8498702

>>8498507
Using RetroArch so these niggers need to still compile those cores

>> No.8498735
File: 2.88 MB, 1920x1000, 2356i12o.png [View same] [iqdb] [saucenao] [google]
8498735

>>8498463
I just use Launchbox via Pegasus

>> No.8498741

>>8498463
t. macfag

>> No.8498924

What screen brightness level are you supposed to use with shaders? 100%? I usually have mine turned down to 52%, but the whites are too dark.

>> No.8498979

>>8498924
I usually fiddle with the gamma in the shader settings until things look bright enough

>> No.8498985

>>8498979
I'll look into that.

>> No.8499024

>>8498463
>just use this crappier software bro
Nah

>> No.8499031

>>8498924
The shader I used had an input and output gamma setting which helped a lot with the brightness without affecting the image quality

>> No.8499040

>>8499024
OpenEmu uses the same cores, it's just zero-config except for controllers and shaders

>> No.8499051

>>8499031
I'm using CRT-Guest-Dr Venom on the bsnes core with integer scaling enabled for Super Mario RPG. It looks really good, but it seems to have darkened the display a little, regardless of the brightness level of my display settings.

>> No.8499068

>>8499040
Does it have VRR and run ahead?

>> No.8499073

>>8499051
Go into parameters and turn up input gamma and see if that makes a difference

>> No.8499074

>>8499051
They are called shaders. Aren't they supposed to darken the display a little?

>> No.8499092

>>8499073
Is this one of those subjective things like looking through lenses at the optometrist? I'll be fretting over this all night. It was 2.40 by default.
>>8499074
You've got me there.

>> No.8499094

>>8498463
OpenEmu doesn't have real Metal support for N64, either. I think they run it through a wrapper or some shit, now that Apple are fags and deprecated OpenGL entirely.

>> No.8499128

>>8499092
It should affect it, I have input at 2.50 and output at 2.3 or 2.2 depending

>> No.8499136
File: 361 KB, 1440x1080, Super Mario All-Stars + Super Mario World (USA)-211213-194327.png [View same] [iqdb] [saucenao] [google]
8499136

>>8499051
It's the mask emulation that's to blame, as well as the scanlines to a lesser extent. Emulating the CRT phosphors will inherently result in a loss of brightness. And God help you if you turn the mask strength all the way up to most accurately emulate them.

Really, the solution is an HDR display.

>> No.8499169

>>8499136
So it's supposed to lose that brightness? I wish I could compare the image to my old CRT, but if it still worked, none of this would be necessary.

>> No.8499179
File: 2.09 MB, 1794x1344, Super Metroid.png [View same] [iqdb] [saucenao] [google]
8499179

>>8499136
I don't know what you are doing but mine isn't anywhere near that

>> No.8499198

>>8499169
The more accurately that you emulate a CRT's phosphors, the more brightness you lose. The reason some shaders don't appear that dark is because they cheat.

>>8499179 is a good example. Notice the brighter the colors are, the more toned down the mask emulation is. You can really only make out the fact that there's supposed to be phosphors on the darker colors, and even then they're somewhat compromised.

Mind you, I'm not saying it looks bad by any means. It's just not that accurate to how a real CRT does things, and DESU neither is my shot, at least not all the way. At the end of the day, it comes down to the net effect and how you perceive it.

>> No.8499213
File: 981 KB, 1042x943, metroid.png [View same] [iqdb] [saucenao] [google]
8499213

>>8499198
I don't think it's toned down

>> No.8499235
File: 717 KB, 941x846, Smarp 5.png [View same] [iqdb] [saucenao] [google]
8499235

>>8499198
I do like what I have, but I just happened to notice it's darker than the 4k CRT Royale setup someone else was using, which I'll post next.

>> No.8499239
File: 2.32 MB, 2340x1792, title screen.png [View same] [iqdb] [saucenao] [google]
8499239

>>8499235
My own attempt at pic related just gave me a kind of blurry mess, since my resolution isn't high enough, and the altnerative I was suggested looked great for me as above. But that's unrelated to the brightness issue.

>> No.8499246
File: 868 KB, 2340x1792, Super Mario RPG - Legend of the Seven Stars (U) [!]-220106-171625.png [View same] [iqdb] [saucenao] [google]
8499246

>>8499239
neat thats my screenshot

>> No.8499251

>>8499246
Yeah, your setup honestly looks better than what I remember growing up with on a real CRT.

>> No.8499254

>>8499213
Check the brightest yellow color on the title. It's solid yellow. Full-scale mask emulation would show actual RGB phosphors making up that yellow color. It's definitely toned down there.

Also, what is that mask, anyway? It looks like it's emulating an aperture grille, but in some places it has some kind of faux-slot mask effect on top?

>> No.8499258
File: 1.32 MB, 1794x1344, mariorpg.png [View same] [iqdb] [saucenao] [google]
8499258

>>8499235
>>8499239
I went ahead and took a screenshot too
>>8499254
CRT Guest Dr Venom

>> No.8499260

>>8499258
I'm using the same mask, why's yours so much blurrier? I don't think I'd like that look myself. I think you and I have the same brightness, though.

>> No.8499261

>>8499251
I think that's a bit of the point honestly. Trying to make it look like a CRT, but maybe a bit more with how your nostalgia remembers it as well.

>> No.8499269
File: 428 KB, 256x238, 1542150542286.gif [View same] [iqdb] [saucenao] [google]
8499269

>>8499261
It's the best I've ever seen that game look, and it's my favorite game of all time, so I'm just trying to make do right now before I get a 4k display myself. I think that setup would really do the DKC trilogy justice, too.

>> No.8499270

>>8499260
I wanted it a bit blurry to give a blended/softer look
I have all original hardware and a CRT now so I don't really use it anymore, but yeah that's what i was using

>> No.8499284

>>8499269
Have those on my list to replay again.
Currently going through SOTN and Crash though.

>> No.8499290

>>8499284
SOTN looks beautiful too from the similar setups I've seen screenshots of.

>> No.8499302

>>8499270
I think I'll just stick to my current brightness, then, if you played with that. I'm not comfortable messing with settings on these shaders since I have no idea what I'm doing. I didn't really care about this sort of thing until I saw how ugly pre-rendered graphics look on modern displays, and most of my favorite SNES games are affected by it. Now I'm getting picky about details.

>> No.8500106
File: 3.14 MB, 2637x2160, Castlevania - Symphony of the Night (USA)-220107-205909.jpg [View same] [iqdb] [saucenao] [google]
8500106

>>8499290
one could say its full of soul

>> No.8500205

>>8499269
from beginning of loop, it makes to look as if donkey king is dropping a log, haha