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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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    • 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

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        • 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

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            • 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

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              • 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

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                    • 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.

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                            • 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

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                                    • 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 :-)

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                                      • 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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                                        • R
                                          rsn8887
                                          last edited by rsn8887

                                          Are the scanlines guaranteed to be always aligned with the games original pixels, regardless of my scaling settings? E.g. if the game is low-res and fullscreen, and the pixels are large, the scanlines are also thicker?

                                          caver01C dankcushionsD 2 Replies Last reply Reply Quote 0
                                          • caver01C
                                            caver01 @rsn8887
                                            last edited by

                                            @rsn8887 said in crt-pi shader users - reduce scaling artifacts with these configs in lr-mame2003, lr-fbalpha, lr-nestopia (and more to come):

                                            Are the scanlines guaranteed to be always aligned with the games original pixels, regardless of my scaling settings? E.g. if the game is low-res and fullscreen, and the pixels are large, the scanlines are also thicker?

                                            In my experience, the scanlines do line up with the game's original pixels, but they look more like CRT phosphor dots when you run higher resolutions. If you run on a low-res display, you cannot get around the inherent stair-stepping that is visible at the display's native pixels. At higher resolutions you have more pixels available for the shader to use. Theoretically, with extremely high resolution, a shader could create visually perfect scanlines, but of course, there are performance concerns when the resolution gets too high. The current optimum will typically be to run as high res as you can before performance becomes a problem. The shaders have been coded to run at HD resolution. Yet, even at HD you get some artifacts--hence the config files which try to align at least one dimension with an integer scale factor of your display's native resolution.

                                            You cannot just say "higher resolution is better" because of the performance impact, but higher does get you a better looking effect in my opinion. Do some tests and decide what you like best.

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

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