Configuring one Shader for all emulators on startup (no hotkeys desired)
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@BuZz
Thanks Buzz. I'LL give it a try when I get home tonight.I have so many questions, in the last few days I've posted a bunch. So I apologize for that. I'm just a real noob. But the community has been really supportive.
I finally got my Xin-Mo 2player USB setup working, but it isn't 100%. Second player finally works but with a real lag in the controls (I've only tested it on SNES thus far). I also read on the github that you need to go into each emulator's config and make changes. It all stems from the board outputting two sets of controls but Retropie seeing it as just 1 device.
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Ok, I found the settings in the retropie config screen within the GUI and enabled it and it is working. However, one hangup... the screen curvature is not working.
@BuZz @Floob
So my final question in this thread (I promise):How would I enable curvature? I thought it was set in the shader I enabled... is there a specific function or selection that must be either selected to "false" or "true" in the list of shader options that I may need to change?
Thanks again everyone. I was hoping for a retro look and other than a lack of curvature, I think I found it with the CRT-pi shader. This would just be icing on the cake!
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How would I enable curvature? I thought it was set in the shader I enabled... is there a specific function or selection that must be either selected to "false" or "true" in the list of shader options that I may need to change?
To enable curvature you need to edit the crt-pi.glsl file. Look for the line that says:
//#define CURVATURE
and remove the // from the beginning like this:
#define CURVATURE
I implemented it that way rather than relying on setting the curvature amount values to zero because it's faster and was the only way I could get it to run with 1080P@60Hz. Enabling curvature will slow the shader down but, unless you are running games that have transparency effects, you might not notice.
If you can't change the level of curvature in the GUI, it seems to have stopped working on my system, you'll have to edit the #define CURVATURE_X and Y lines in that file.
There are some notes in the crt-pi.glsl file that describe the other options you can set.
Regarding your video_smooth = true comment earlier. video_smooth is used as the default but can be overridden for individual shaders in their corresponding .glslp files. crt-pi.glslp switches it on because it's required for this shader.
dave j
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Hi,
Thanks for this shader, it is working really well for me. The curvature looks great. I actually use an overlay for the scanlines though (my retroarch is not set to scale in integers, which means the shader scanlines scale the same way and don't look quite right). If I use an overlay it overcomes this problem as the size is fixed. I would use integer scaling, it does look better with the shader scanlines but unfortunately some games have a border which is just a bit too large (I am only using a 12.1" 1024x768 panel). Is there any way around this do you know? Sorry if that is a rubbish explanation. Combination of overlay and shader works well though either way.
In addition, I don't think your shader which is bundled with RetroPie is the latest build, although I might be wrong. I believe the latest version is on post #10 on this page:
http://libretro.com/forums/showthread.php?t=4937&p=33439&viewfull=1#post33439@davej are you able to clarify this?
Thanks!
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The shader really needs 4 or more pixels vertically for each scan line to look good with non integer scales. You could try setting up a custom screen resolution to effectively have 3.5 scaling - that gives alternate darker and lighter scan gaps lines which isn't perfect but does give an even result overall. For SNES games this would be 784 pixels tall and cropping it to 768 would mean you only lose about 5 game pixels vertically.
You are correct about the most recent released version. I did also post it this petRockBlog thread but it may not have been copied into the retropie distribution.
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You can submit PR to update the scraper at https://github.com/RetroPie/common-shaders/tree/rpi
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Hi,
Ah, yes that makes sense, thanks for the advice. I think 3.5 scaling is my only option really unless I want everything to be either too overscaled or too small. 3.5 would work well on SNES, but maybe not so well on other emulators? Not really experimented with custom resolutions for each emulator, but i'm thinking that the overlay/shader combo i'm running at the moment isn't a bad compromise.
As for the version, can't believe I missed that post further down, i'm sure I read that thread. Anyhow, that's the same version as what I plucked off the libretro forums though, so is all good for me.
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I'm not familiar with PR's, I just gave it a go but not sure if i've made a hash of the process or not. I have a feeling I have done this incorrectly. Are you able to confirm?
See here: https://github.com/gizmo98/common-shaders/pull/1
I just clicked your link above, opened a new pull request, uploaded the zip, put a description, and that was about it. -
You need to do the PR against the RetroPie repository though not gizmo98 - I really was referring to the author to submit it, but might just be easiest if you open an issue and link to the latest version and we will update it.
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Jeez, bit embarrassing that one, just a lack of understanding on my part. I will try to remove the PR and will raise it as an issue with a link to the correct zip. Apologies.
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Issue raised, sorry about that. Now i'm reading further about how PR's work it makes more sense now. I shouldn't have tried to raise something I didn't fully understand!
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No probs :) Thanks
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I looked in the file and the "//" prior to define were not there. So curvature should be working... so yeah. I have no clue what's up. I swear it worked the first time I copied it in.
I guess I don't really know enough to understand how to fix my problem.
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Actually figured it out. I erased all the shaders I put in and then placed them back in. Seems to work now with curvature.
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