Updated crt-pi shader
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Hi everybody,
I am running a Pi3 with the brand new retropie 4.1, I can load and apply every crt-pi shaders and enjoy it but when I load and apply crt-pi-vertical for vertical scrolling games like Strikers 1945 plus for eg it has the same aspect than the crt-pi...scanlines are horizontal and not vertical as it should be...anyone experienced that also?
For your info, I also tried the curved crt-pi-vertical: curves are applied but scanlines are horizontals...
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@FAB2TB On my current setup, crt-pi is giving vertical scan lines and crt-pi vertical is giving horizontal lines. I haven't dug in to see what was going on with it. Perhaps it's an issue with the plugin packed in 4.1. I have just been using crt-pi vertical for regular games and crt-pi if needed for vertical scrolling, so I haven't really looked at why they seem to be backwards.
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and cfg changes you've made? per game configs?
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@dankcushions video_shader_enable = "true" in cfg at configs/all
and then save per core or per game config (or both) after loading and apply the shader within the retroarch interface give me the same results -
@mrbwa1 if for eg the game video setting has been already rotated maybe it could explain this...in my case if I apply the horizontal or the horizontal curved it works but vertical ones give be the same effect than the horizontal ones
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i can't recreate this. the vertical and regular shaders don't display their scanlines any different. if you used the regular crt-pi shader in a vertical game it would still have vertical scanlines, as libetro knows the game is rotated so it rotates the shader also. you must have something changed from default regarding rotations.
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@dankcushions thx let me have a look at the rotation thing tomorrow, I ll let you know
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@dankcushions ok I think I understand now, when DaveJ wrote "playing vertical games on horizontal screens" it means vertical games that need to be rotated to fit horizontal screens. So if my vertical shooters are already in a normal horizontal orientation mode I can't add vertical scanlines to it by using the vertical shader, am I right?
I thought this vertical shader has been created to simulate vertical scanlines for vertical games on horizontal screens which seems not to be the case if I understand well now. -
@FAB2TB said in Updated crt-pi shader:
I thought this vertical shader has been created to simulate vertical scanlines for vertical games on horizontal screens which seems not to be the case if I understand well now.
The different versions are because of shadow mask emulation rather than scanlines. If you turn shadow mask emulation off in both by setting
#define MASK_TYPE 0
they produce identical results. -
I really like what scanlines do to the game art. But sometimes they feel a little too large and black. What is the best way to make more blurry and fade?
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@Spectreman said in Updated crt-pi shader:
I really like what scanlines do to the game art. But sometimes they feel a little too large and black. What is the best way to make more blurry and fade?
You can make the dark lines thinner by decreasing the value of scanline weight and make them brighter, and so less prominent, by increasing the value of scanline gap brightness. Both these values can be altered in retroarch using the shader parameters but you'll need to turn threaded rendering off whilst you make the changes. (There's a bug in retroarch that causes it to crash if you try to edit shader parameters with threaded rendering on with the gl renderer. You can turn it on again after you've made the changes.)
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@FAB2TB said in Updated crt-pi shader:
@dankcushions ok I think I understand now, when DaveJ wrote "playing vertical games on horizontal screens" it means vertical games that need to be rotated to fit horizontal screens. So if my vertical shooters are already in a normal horizontal orientation mode I can't add vertical scanlines to it by using the vertical shader, am I right?
I thought this vertical shader has been created to simulate vertical scanlines for vertical games on horizontal screens which seems not to be the case if I understand well now.i'm not sure i really understand. crt-vertical shader should be used for any vertical game regardless of how your monitor is orientated, as long as your settings are right. e.g.,
- with default options (with the vertical game in the centre of the screen with borders left and right)
- with a monitor physically rotated and
video_allow_rotate = "false"
set in the cfg (vertical game is full length of the rotated screen, with no/less borders). with mame2003 you will need to use my new TATE mode option to get the right aspect ratio. other cores will need the aspect ratio set manually. see my recent posts.
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@dankcushions by default options you mean that if I set the video aspect ratio to "config" (which is 5:4 on my /boot/config.txt) it doesn't work?
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@FAB2TB said in Updated crt-pi shader:
@dankcushions by default options you mean that if I set the video aspect ratio to "config" (which is 5:4 on my /boot/config.txt) it doesn't work?
aspect ratio won't make a difference to shader rotation.
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@dankcushions ok here is my SYSTEMNAME.cfg with no other specific game config for 1941 Counter attack for eg,,,all I get is a rainbow effect when I use the vertical shader:
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@FAB2TB said in Updated crt-pi shader:
@dankcushions ok here is my SYSTEMNAME.cfg with no other specific game config for 1941 Counter attack for eg,,,all I get is a rainbow effect when I use the vertical shader:
that's not a standard retropie cfg file, for either /all/retroarch.cfg or (for example) /mame-libretro/retroarch.cfg. what do you mean 'SYSTEMNAME.cfg'? you can see what they should look like by looking at the backup rp-dist files in the same directories.
i can't necessarily see an issue it but it sounds like you're running an old version, or updated from an old one, or done something to it. you should also show a screenshot of your problem.
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hello everybody, was busy these past weeks here is a little update on this one, when I launch the games from the 0.78 Mame set placed in the arcade dirtectory using mame2003 emulator all the vertical shooters shows vertical scanlines with no problems but when I apply the crt-pi shader on the same games using mame4all it always shows horizontal scanlines...I still don't understand everything yet on the subject I think!
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I love the crt-pi shader, it seems perfectly optimised for the lowly Pi 3. I was just wondering if it's possible to adjust the intensity of the scanlines? They're just a little too prominent for my tastes and I'd like to dial them back a bit. I'm not sure how easy this would be as the shaders don't really appear to be adjustable but any advice would be appreciated!
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@afx_acid said in Updated crt-pi shader:
I love the crt-pi shader, it seems perfectly optimised for the lowly Pi 3. I was just wondering if it's possible to adjust the intensity of the scanlines? They're just a little too prominent for my tastes and I'd like to dial them back a bit. I'm not sure how easy this would be as the shaders don't really appear to be adjustable but any advice would be appreciated!
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@afx_acid said in Updated crt-pi shader:
I love the crt-pi shader, it seems perfectly optimised for the lowly Pi 3. I was just wondering if it's possible to adjust the intensity of the scanlines? They're just a little too prominent for my tastes and I'd like to dial them back a bit. I'm not sure how easy this would be as the shaders don't really appear to be adjustable but any advice would be appreciated!
In addition to the post dankcushions liked to, this post describes the effects of changing various scanline related parameters.
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