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    crt-pi shader users - reduce scaling artifacts with these configs in lr-mame2003, lr-fbalpha, lr-nestopia (and more to come)

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    crt-pi shadercrt-picrt-pi-verticalshaderslr-mame2003
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    • T
      tekn0 @dankcushions
      last edited by tekn0

      @dankcushions I am on a 1080p display. I have all of my emulators integer scaled for that resolution. All of my systems except for neogeo have very minimal/zero offscreen crop. I absolutely LOVE what you have done here for vertical games and it works so well.

      I was wondering if there was a way/flag (and this might be a feature request) to have your script do a "horizontal" mode based on the tolerance setting, to set the height to an integer as well just for horizontal games.

      So for example at 1080p the integer height of Mortal Kombat overflows the screen to much at 1270 (5x). But at 1016 (4x) there is a very small amount of black bars at the top/bottom which I don't mind. As your script seems to set every cfg's height setting to a static 1080 based on my 1920x1080, it would be cool to have it set the height to either a 5x or 4x integer depending on the tolerance setting.

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      • robertvb83R
        robertvb83 @dankcushions
        last edited by

        @dankcushions is there a corresponding folder to place these config files for mame2003-plus?

        My full size arcade cabinet Robotron vs. Octolyzer

        dankcushionsD 1 Reply Last reply Reply Quote 0
        • dankcushionsD
          dankcushions Global Moderator @robertvb83
          last edited by

          @robertvb83 it should be /mame2003-plus/

          robertvb83R 1 Reply Last reply Reply Quote 0
          • robertvb83R
            robertvb83 @dankcushions
            last edited by

            @dankcushions i tried that but it is not loading the config on gamestart

            My full size arcade cabinet Robotron vs. Octolyzer

            dankcushionsD 1 Reply Last reply Reply Quote 0
            • dankcushionsD
              dankcushions Global Moderator @robertvb83
              last edited by

              @robertvb83 said in crt-pi shader users - reduce scaling artifacts with these configs in lr-mame2003, lr-fbalpha, lr-nestopia (and more to come):

              @dankcushions i tried that but it is not loading the config on gamestart

              sorry, this: MAME 2003-plus

              1 Reply Last reply Reply Quote 1
              • robertvb83R
                robertvb83
                last edited by

                thank you, thats working

                My full size arcade cabinet Robotron vs. Octolyzer

                1 Reply Last reply Reply Quote 0
                • thelostsoulT
                  thelostsoul @dankcushions
                  last edited by thelostsoul

                  @dankcushions Is it possible to convert this somehow for 640*480 CRT VGA monitor (480p)?
                  I use a pc monitor with that resolution, but the monitors scanlines does not make a big difference at that resolution. It does not support 240p, the point where I wouldn't need any shader. Thats why I use some sort of shaders here and I really like yours. But it looks often very bad for this resolution.

                  Edit: Sorry, I saw the link with the script for creating the package myself. I will download and try it myself first.

                  Edit2: OH, but I think this will not help me with the other consoles right? I would need a shader specifically for 480p.

                  📜 RE/SET: 100 SNES Games for your RetroPie, 🎁 Share your hidden gems and insider tips

                  dankcushionsD 1 Reply Last reply Reply Quote 0
                  • thelostsoulT
                    thelostsoul @dankcushions
                    last edited by

                    @dankcushions Ok, done generating this. It does not work with 480p. I get following content for all games:

                    # Auto-generated crt-pi-vertical.glslp .cfg
                    # Game Title : dkong , Width : 224, Height : 298, Aspect : 3:4, Scale Factor : 1.61073825503
                    # Screen Width : 640, Screen Height : 480
                    # Place in /opt/retropie/configs/all/retroarch/config/MAME 2003/
                    # Insufficient resolution for good quality shader
                    video_shader_enable = "false"
                    

                    📜 RE/SET: 100 SNES Games for your RetroPie, 🎁 Share your hidden gems and insider tips

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                    • dankcushionsD
                      dankcushions Global Moderator @thelostsoul
                      last edited by

                      @thelostsoul didn't we already have this conversation? :) https://retropie.org.uk/forum/topic/4046/crt-pi-shader-users-reduce-scaling-artifacts-with-these-configs-in-lr-mame2003-lr-fbalpha-lr-nestopia-and-more-to-come/277

                      thelostsoulT 1 Reply Last reply Reply Quote 0
                      • thelostsoulT
                        thelostsoul @dankcushions
                        last edited by

                        @dankcushions Yes, I remember. Till then, I am not happy with the Arcade games. If I get an old 240p CRT, then I can leave this shader stuff behind me. Currently I use the shader named "scanlines" for all Arcade games and it works, but doesn't look good as it would with a correct crt-pi shader.

                        @caver01 said:
                        "
                        That's really interesting. I need to do a CRT build at some point.
                        "
                        Which is exactly what I am searching for, isn't it? Am I the only one asking for shader at 480p?

                        📜 RE/SET: 100 SNES Games for your RetroPie, 🎁 Share your hidden gems and insider tips

                        caver01C 1 Reply Last reply Reply Quote 0
                        • caver01C
                          caver01 @thelostsoul
                          last edited by

                          @thelostsoul said in crt-pi shader users - reduce scaling artifacts with these configs in lr-mame2003, lr-fbalpha, lr-nestopia (and more to come):

                          Am I the only one asking for shader at 480p

                          I think so, because with that low res, you won't have many pixels to simulate the scanlines or shadow mask effects. And for folks with a real CRT, well, no shader needed because you have the CRT we are trying to simulate.

                          Of course, if the CRT is a high-resolution (very fine dot-pitch) multi-sync PC monitor, your real scanlines could lack the vintage look and feel at 480 that a TV would have shown. You might as well run it at a HIGH resolution and enable shaders like the rest of us.

                          My 4-player cocktail style cabinet built as a custom "roadcase"

                          thelostsoulT 1 Reply Last reply Reply Quote 0
                          • thelostsoulT
                            thelostsoul @caver01
                            last edited by

                            @caver01 Hmm ok, I understand now it does not make any sense to produce such shader. Then I need a different CRT device. Thanks for your answers guys. :-) Never mind then.

                            📜 RE/SET: 100 SNES Games for your RetroPie, 🎁 Share your hidden gems and insider tips

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                            • C
                              cloudlink
                              last edited by

                              Could this script be used to generate cfgs using zfast shaders?

                              dankcushionsD A 2 Replies Last reply Reply Quote 0
                              • dankcushionsD
                                dankcushions Global Moderator @cloudlink
                                last edited by

                                @cloudlink it's an outstanding issue: https://github.com/dankcushions/crt-pi-configs/issues/11

                                no ETA on it.

                                1 Reply Last reply Reply Quote 0
                                • A
                                  AndrewH @cloudlink
                                  last edited by

                                  @cloudlink If you're so inclined, it would be pretty straightforward to modify the script to use the zfast shaders.

                                  The shaders are referenced in two places in the script - lines 93-96 and lines 105-108. In each instance, they look a bit like this;

                                                  if curvature:
                                                      shader = "crt-pi-curvature-vertical.glslp"
                                                  else:
                                                      shader = "crt-pi-vertical.glslp"
                                  

                                  Just change the shader name to the one you want to use and then run the script to generate the .cfg files.

                                  The main reason (I assume) it's on @dankcushions to-do list with no ETA is that the more 'official' way to do it would be to present the user with the option - via the command line - to use either shader, which would take more coding.

                                  dankcushionsD C 2 Replies Last reply Reply Quote 1
                                  • dankcushionsD
                                    dankcushions Global Moderator @AndrewH
                                    last edited by dankcushions

                                    @andrewh for me it's more that i haven't had a chance to test the shaders - they're allegedly faster so if the image quality is equivalent, i would probably just wholesale replace crt-pi with them. we could have an option, i suppose, but i think anyone running the script could probably just as well edit it to suit whatever they wanted.

                                    i say no eta as i've been meaning to test them for about 7 months now, and still haven't :)

                                    caver01C A 2 Replies Last reply Reply Quote 0
                                    • caver01C
                                      caver01 @dankcushions
                                      last edited by

                                      @dankcushions I have been using zfast for a while now and I will say that moire patterns and rainbows are reduced. I have always used curvature so I have not really taken advantage of the configs, but with zfast, the artifacts may be harder to notice anyway. I am curious about the results @cloudlink might be able to share.

                                      My 4-player cocktail style cabinet built as a custom "roadcase"

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                                      • C
                                        cloudlink @AndrewH
                                        last edited by

                                        @andrewh said in crt-pi shader users - reduce scaling artifacts with these configs in lr-mame2003, lr-fbalpha, lr-nestopia (and more to come):

                                        @cloudlink If you're so inclined, it would be pretty straightforward to modify the script to use the zfast shaders.

                                        The shaders are referenced in two places in the script - lines 93-96 and lines 105-108. In each instance, they look a bit like this;

                                                        if curvature:
                                                            shader = "crt-pi-curvature-vertical.glslp"
                                                        else:
                                                            shader = "crt-pi-vertical.glslp"
                                        

                                        Just change the shader name to the one you want to use and then run the script to generate the .cfg files.

                                        The main reason (I assume) it's on @dankcushions to-do list with no ETA is that the more 'official' way to do it would be to present the user with the option - via the command line - to use either shader, which would take more coding.

                                        Thanks.
                                        I modified the python script to test it. I should be able to test it in a few hours.
                                        Here's the modification if anyone else wants to try it:
                                        https://pastebin.com/F1zp5qcz

                                        1 Reply Last reply Reply Quote 1
                                        • A
                                          AndrewH @dankcushions
                                          last edited by

                                          @dankcushions said in crt-pi shader users - reduce scaling artifacts with these configs in lr-mame2003, lr-fbalpha, lr-nestopia (and more to come):

                                          @andrewh for me it's more that i haven't had a chance to test the shaders

                                          Ah, ok - fair enough.

                                          I swapped them in quite some time back - several months now - and haven't noticed anything that caused concern.

                                          That said, I'm not necessarily the most discerning, so don't take this as any sort of suggestion that you don't need to test them yourself :-)

                                          1 Reply Last reply Reply Quote 0
                                          • C
                                            cloudlink
                                            last edited by

                                            I tested out the script generating standard and curved zfast shader configs for Mame 2003 and FBA. It works great and both standard and curved shaders look and run great. I'm very impressed with the zfast shaders.

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