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Crt royale at 4k
Crt royale at 4k








The first image looks like it has Scanline Blend Strength set to 1. I suspect similar math mismatches are happening in the bloom and blur code too, but I could spend weeks rewriting that and would likely end up with something equally mismatched.Īs for those example images, the second one looks to have Scanline Thickness set to 1, which is guaranteed to not look identical as per above. The majority of the work in the scanline rewrite was changing the math to handle that correctly in ReShade, but the tradeoff was that the scanlines illuminate slightly differently at the pixel level. Yeah, a 100% accurate port is not possible because RetroArch does some of its texcoord math in a weird way where shifting by one vertical coordinate in the shader shifts by two pixels in the screen for whatever reason.

crt royale at 4k

In Retroarch, the image consists of volumetric squares, in the reshade port these squares are not convex, the image seems blurry, perhaps due to anti-aliasing? Also, crt royale is ported to byuu's multi-emulator Lucia, maybe it can help somehow, although I doubt it. You can go to the wiki for more detailed info on the different options.Gottenspell wrote: Perhaps 100% port is not possible due to reshade restrictions? By the way, puNES supports cgp / glslp shaders, it's convenient to check because reshade is also supported there. Prioritize the Phosphor Mask and Scanlines sections. The shader's UI includes tips and descriptions for setting it up well. The PAL and NTSC shaders are particularly useful (load them before crt-royale). Matsilagi/RSRetroArch - Matsilagi has a chunk of other RetroArch shaders ported over here already. It'll probably spit out a bunch of yellow error messages in DX9, but that's okay.

crt royale at 4k

This shader should work with DX9, DX10/11/12, OpenGL, and Vulkan.

crt royale at 4k

Thanks to andersstorhaug for the idea to let the user rotate the screen. Lord of Lunacy and Marty McFly helped me with some optimizations that were really cool. It's been tremendously helpful, especially in figuring out some of the nastier bugs. Special thanks goes to Matsilagi for his time, suggestions, testing, debugging, and enthusiasm. The vast majority of the code here is taken from the current libretro shader repositories, so the most of the credit goes to those authors. This is a port of the crt-royale shader by TroggleMonkey from RetroArch/libretro to ReShade 4.9+.










Crt royale at 4k