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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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    • RionR
      Rion @dankcushions
      last edited by

      @dankcushions

      Sorry about that i should have been more clear about the .zip.cfg files i posted. Do you want me to remove these and add the cfg files only or post both for people to choose?

      I have also posted this

      Mame2003 (0.78u6) Generic Arcade Bezel for every game with crt-pi-curvate (vertical & horizontal)

      And this

      crt-pi shader users - automatic usage of crt-pi-vertical in vertical games in lr-fbalpha 029739 (formerly lr-fba-next)

      Same here with only .zip.cfg files. Do you want me to Change these to and only post the cfg files or both?

      FBNeo rom filtering
      Mame2003 Arcade Bezels
      Fba Arcade Bezels
      Fba NeoGeo Bezels

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

        @Rion thanks! yeah for me the cfg files only should be the ones we use. i don't see the reason for the .zip.cfg ones going forward. i will update my initial post once i've re-run my script with the new shader directory.

        RionR 2 Replies Last reply Reply Quote 0
        • RionR
          Rion @dankcushions
          last edited by

          @dankcushions Ok i will update my posts with the cfg files during the evening.

          FBNeo rom filtering
          Mame2003 Arcade Bezels
          Fba Arcade Bezels
          Fba NeoGeo Bezels

          1 Reply Last reply Reply Quote 0
          • FloobF
            Floob @dankcushions
            last edited by

            @dankcushions said in crt-pi shader users - automatic usage of crt-pi-vertical in vertical games in lr-mame2003:

            i see, the shader location has changed in 4.1. i will update my .cfgs.

            still, unless someone can give me a good reason for keeping the .zip.cfg versions, i will be cleaning up this thread

            Is there a chance someone not on a new enough version of RetroArch will get confused why the retroarch based location/overrides dont work?
            Although I would hope as more and more people use the current version of RetroPie/RetroArch it shouldnt matter.

            Please read the Docs before asking a new question.
            RetroPie Help Guides: https://goo.gl/3gcNsT

            J dankcushionsD 2 Replies Last reply Reply Quote 0
            • RionR
              Rion @dankcushions
              last edited by

              @dankcushions Sorry about the delay. Here are the fixed ones for RetroPie 4.1 *.cfg Only

              mame2003_Vertical_ crt-pi-vertical

              mame2003_Vertical_crt-pi-curvature-vertical

              These should go into the folder "/opt/retropie/configs/all/retroarch/config/MAME 2003/" or and not the rom folder.

              Please tell me if i misses anything?

              FBNeo rom filtering
              Mame2003 Arcade Bezels
              Fba Arcade Bezels
              Fba NeoGeo Bezels

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

                @Floob said in crt-pi shader users - automatic usage of crt-pi-vertical in vertical games in lr-mame2003:

                @dankcushions said in crt-pi shader users - automatic usage of crt-pi-vertical in vertical games in lr-mame2003:

                i see, the shader location has changed in 4.1. i will update my .cfgs.

                still, unless someone can give me a good reason for keeping the .zip.cfg versions, i will be cleaning up this thread

                Is there a chance someone not on a new enough version of RetroArch will get confused why the retroarch based location/overrides dont work?
                Although I would hope as more and more people use the current version of RetroPie/RetroArch it shouldnt matter.

                i thought about this but the vertical shader was only included in retropie from 4.0 ish, and RA overrides were late august, so hopefully it shouldn't be a problem for many. hopefully!

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

                  @Rion said in crt-pi shader users - automatic usage of crt-pi-vertical in vertical games in lr-mame2003:

                  @dankcushions Sorry about the delay. Here are the fixed ones for RetroPie 4.1 *.cfg Only

                  mame2003_Vertical_ crt-pi-vertical

                  mame2003_Vertical_crt-pi-curvature-vertical

                  These should go into the folder "/opt/retropie/configs/all/retroarch/config/MAME 2003/" or and not the rom folder.

                  Please tell me if i misses anything?

                  looks good to me, thanks! i can test later.

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

                    sorry, got a bit sidetracked :) i have been working on a small improvement to my .cfgs.

                    alt text

                    previous with crt-pi-vertical.glslp:
                    alt text

                    now:
                    0_1480380617366_upload-3c98dd01-0754-4f08-8548-629ca637c1d0

                    this is via my new resizing algorithm that always keeps the horizontal scaling at an integer scale, but still stretches the vertical to fullscreen. this makes things look a lot better when using vertical scanlines, especially when scrolling left to right. i think this sort of algorithm will be goof for horizontal games also, but i need to test.

                    vbsV 1 Reply Last reply Reply Quote 1
                    • vbsV
                      vbs @dankcushions
                      last edited by vbs

                      @dankcushions
                      Should the crt-pi-vertical maybe added to the "official" shader collection here https://github.com/RetroPie/common-shaders?

                      EDIT:
                      Oh also would it make sense to have two additional crt-pi-curvatureand crt-pi-vertical-curvature?

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

                        @vbs said in crt-pi shader users - automatic usage of crt-pi-vertical in vertical games in lr-mame2003:

                        @dankcushions
                        Should the crt-pi-vertical maybe added to the "official" shader collection here https://github.com/RetroPie/common-shaders?

                        EDIT:
                        Oh also would it make sense to have two additional crt-pi-curvatureand crt-pi-vertical-curvature?

                        it is :) see https://github.com/RetroPie/common-shaders/tree/rpi

                        (on the rpi branch)

                        vbsV 1 Reply Last reply Reply Quote 0
                        • vbsV
                          vbs @dankcushions
                          last edited by

                          @dankcushions
                          Oh I see, I didn't know that there is a separate branch for rpi. I am on x86 so probably on x86 the master branch is used and thats the reason I don't have it? Should I make a PR to add those shaders also on master or is it intended to not be there?

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

                            @vbs there's no harm in it but if you're on x86 you will probably want to use a more sophisticated crt shader.

                            1 Reply Last reply Reply Quote 0
                            • W
                              windale
                              last edited by

                              @dankcushions
                              Are your new 'crt-pi-vertical' and 'crt-pi-vertical-curvature' shaders still in progress or have they already been changed ?

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

                                @windale said in crt-pi shader users - automatic usage of crt-pi-vertical in vertical games in lr-mame2003:

                                @dankcushions
                                Are your new 'crt-pi-vertical' and 'crt-pi-vertical-curvature' shaders still in progress or have they already been changed ?

                                i have not/am not doing any changes to the shaders. i have done some changes to per-game mame/fba configs to do better shader scaling, which i will release when i'm happy with them.

                                W 1 Reply Last reply Reply Quote 0
                                • W
                                  windale @dankcushions
                                  last edited by

                                  @dankcushions That's OK, i've decided to go with no shader and no filter because i've seen scrolling stuttering in Genesis games with the CRT filter, so MAME games will run even worse. I'm starting to quite like the pixelated look !

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

                                    @dankcushions Are these changes merely adding integer scaling or are there tweaks to brightness or something too? Your second closeup looks like it has more color saturation. Is that true?

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

                                    dankcushionsD 1 Reply Last reply Reply Quote 0
                                    • dankcushionsD
                                      dankcushions Global Moderator @caver01
                                      last edited by

                                      @caver01 said in crt-pi shader users - automatic usage of crt-pi-vertical in vertical games in lr-mame2003:

                                      @dankcushions Are these changes merely adding integer scaling or are there tweaks to brightness or something too? Your second closeup looks like it has more color saturation. Is that true?

                                      neither :) it's using smarter scaling without adding borders (like integer can).

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

                                        been a long time coming, but i've finally finished my script! i have now generated cfgs that reduce CRT shader artifacts in vertical AND horizontal games. it's quite striking IMO.

                                        i've updated the original post with the details. you can see the python script if you want here: https://github.com/dankcushions/crt-pi-configs/blob/master/crt-pi-configs.py

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

                                          @dankcushions This is cool. So, I know the script is generating configs, but I want to understand the logic behind the result. Correct me if I have this wrong, but in addition to setting the crt-pi-vertical.glslp, you are using integer scaling on the X-axis to get as close as possible to the best fit of the game within a given display. . . then, you are setting the y resolution to the display's Y resolution? (of course, you are also specifying the properly calculated viewport)

                                          1. Because it's a vertical game going into a horizontal display, if you want it oriented correctly (and not stretched ridiculously wide) you are always going to have borders on the sides.
                                          2. Integer scaling eliminates shader artifacts, but crucially, these artifacts are primarily noticeable across the X-axis, and not as much in the Y.
                                          3. You scale the game to an integer value on the X, then stretch to fit into the screen on the Y.
                                          4. You end up with a slightly imperfect aspect ratio, but it's a tradeoff--by allowing a nearly imperceptible amount of stretch in the vertical dimension, you avoid black bars on the top and bottom, effectively fitting into the display, but without the rainbow artifacts.

                                          Do I have it right? If so, that's clever! I can live with a slightly incorrect AR. Now, I wonder how bad it gets with curvature enabled?

                                          Could we get a set of configs for 1280x1024?

                                          For me, there are only a handful of games that I rotate like this (most vertical games run in TATE mode). But for those where this applies (side-by-side controls, trackball, etc) I am wondering: are you always stretching into Y resolution, or sometimes compressing, if the closest X integer happens to be slightly bigger than the vertical with the correct AR?

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

                                          dankcushionsD 1 Reply Last reply Reply Quote 0
                                          • dankcushionsD
                                            dankcushions Global Moderator @caver01
                                            last edited by dankcushions

                                            @caver01 yes you have it exactly :) for horizontal games the improvement is not so obvious, but for me the aspect ratio change is so slight that i don't see why not.

                                            Now, I wonder how bad it gets with curvature enabled?

                                            i don't use it, but i would guess since curvature is distorting the image away from the normal pixels already, having it integer scaled probably doesn't make a difference. you probably just want the highest resolution possible.

                                            Could we get a set of configs for 1280x1024?

                                            sure! just added them to the first post :) i haven't tested these but they should work properly.

                                            For me, there are only a handful of games that I rotate like this (most vertical games run in TATE mode). But for those where this applies (side-by-side controls, trackball, etc) I am wondering: are always stretching into Y resolution, or if you are sometimes compressing, if the closest X integer happens to be slightly bigger than the vertical with the correct AR?

                                            if i'm understanding the question right, with these CFGs the Y resolution is always to the full height of your screen. all i have to worry about is that my integer scale on the X side is as close to the proper AR as possible.

                                            caver01C 1 Reply Last reply Reply Quote 0
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