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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@pirossi said in crt-pi shader users - reduce scaling artifacts with these configs in lr-mame2003, lr-fbalpha, lr-nestopia (and more to come):
@Riverstorm
thank you very much!!
I installed python 3.6 and now everything works correctly !!!!now super! 1920x1200
Thank you very much partner !!
The problem was given by python 2.7 without a doubt!That's great. At a minimum we know 3.6 does work as some syntax or command is processing differently than intended but we know it's somewhere between 2.7 and 3.6.
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neat, thanks for figuring it out, both! i've added the python version requirement in the readme. i think someone else had a similar issue earlier on in the thread when they were running the script locally and it did weird stuff. here i'm on 3.5.2.
i'd never written a line of python before this script so it's possible i've used a bunch a of 3.x python stuff when i didn't need to. python seems to have a lot of different ways of doing the same things! i'm not sure i really like it, but it seemed like the popular way to do this sort of thing.
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@dankcushions said in crt-pi shader users - reduce scaling artifacts with these configs in lr-mame2003, lr-fbalpha, lr-nestopia (and more to come):
i'd never written a line of python before this script so it's possible i've used a bunch a of 3.x python stuff when i didn't need to. python seems to have a lot of different ways of doing the same things! i'm not sure i really like it, but it seemed like the popular way to do this sort of thing.
No complaints here! It's a great script and works perfectly. I'm grateful you did write it regardless as our gaming experience is much improved for it. :)
I never think of it as an exact science but more of an art as there's so many ways to do the same thing in any language, some guys get crazy creative but it seems each programmer almost develops a specific style that becomes recognizable. You can always tweak the script here and there as you see an improvement in code or feature. It's really a nice script for never writing in Python before.
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Best post.
Everyone NEED to download these config files. The result on mame is so more accurate (especially for vertical games).
Thanks a lot man !
I have a question regarding consoles : why do you need to create cfg files ? For example, NES is displayig always the same resolution for every game isn't it ? (256x240), so, a global cfg file shouldn't just do it ?
Cheers from France,
Mike.
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@evildindon thanks! and yes, for nes it's just a single cfg file, rather than per-game. have a look inside the .zip :)
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Oh I see.
And what is the improvement in your cfg file over the global "crt-pi" shader that can be applied in the configaration editor ?
I thought integer scaling was just needed for vertical oriented games ?
Never mind just read your post : integer scaling benefits on horizontal games too ;)
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What if I want to use these .cfgs at the same time I am doing custom bezels which also use .cfgs? Top requested arcade games for overlays
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@greenhawk84 said in crt-pi shader users - reduce scaling artifacts with these configs in lr-mame2003, lr-fbalpha, lr-nestopia (and more to come):
What if I want to use these .cfgs at the same time I am doing custom bezels which also use .cfgs? Top requested arcade games for overlays
the overlays would have to adapted to the new resolutions so any current overlays wouldn't be valid.
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@dankcushions I actually enabled crt.pi when using a 1920x1080 sidebar bezel. I noticed slowdown! I'm thinking all this is taxing the pi3.
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@greenhawk84 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 actually enabled crt.pi when using a 1920x1080 sidebar bezel. I noticed slowdown! I'm thinking all this is taxing the pi3.
yep, it definitely can - for example, with lr-gen-plus-gx (genesis), lr-fceumm (nestopia). i didn't notice any slowdown in lr-mame2003 or lr-fbalpha, but it is certainly possible if a game hammers the system bus enough.
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I was playing Street Fighter 2: CE (FBA) and Mortal Kombat 2 (Mame2003) with a side bezel and crt.pi. It seemed to run jittery.
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I've run into a bit of a problem with this... running the script for 1600 x 1200, I get output like the following for horizontal games :
# Auto-generated crt-pi.glslp .cfg # Place in /opt/retropie/configs/all/retroarch/config/MAME 2003/ video_shader_enable = "true" video_shader = "/opt/retropie/configs/all/retroarch/shaders/crt-pi.glslp" # To avoid horizontal rainbow artefacts, use integer scaling for the height aspect_ratio_index = "22" custom_viewport_width = "1600" custom_viewport_height = "1568" custom_viewport_x = "0" custom_viewport_y = "-184"
The command line I used was
python crt_pi_configs.py mame2003 1600 1200
Vertical games seem to have the height correctly set at 1200. I just fetched the script and resolution_db from github last night, so it should be the latest.
Any suggestions?
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Actually, some of the vertical games seem a bit off too;
# Auto-generated crt-pi-vertical.glslp .cfg # Place in /opt/retropie/configs/all/retroarch/config/MAME 2003/ video_shader_enable = "true" video_shader = "/opt/retropie/configs/all/retroarch/shaders/crt-pi-vertical.glslp" # To avoid horizontal rainbow artefacts, use integer scaling for the width aspect_ratio_index = "22" custom_viewport_width = "1120" custom_viewport_height = "1200" custom_viewport_x = "240" custom_viewport_y = "0"
The game looks way wider than it should.
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@andrewh you need to tell me the specific games these example .cfgs are for or they don't mean much, i'm afraid.
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@dankcushions Sorry about that - of course, you're right.
In the interim, I've done some more testing and investigating.
First, it seems I'm bad at following instructions. When I checked, I realised I'd run the script using Python 2.7.
Running the script with Python3 appears to correct (or improve) the problem with horizontal games;Bubble Bobble (Python 2.7)
# Auto-generated crt-pi.glslp .cfg # Place in /opt/retropie/configs/all/retroarch/config/MAME 2003/ video_shader_enable = "true" video_shader = "/opt/retropie/configs/all/retroarch/shaders/crt-pi.glslp" # To avoid horizontal rainbow artefacts, use integer scaling for the height aspect_ratio_index = "22" custom_viewport_width = "1600" custom_viewport_height = "1568" custom_viewport_x = "0" custom_viewport_y = "-184"
Bubble Bobble (Python 3.4)
# Auto-generated crt-pi.glslp .cfg # Place in /opt/retropie/configs/all/retroarch/config/MAME 2003/ video_shader_enable = "true" video_shader = "/opt/retropie/configs/all/retroarch/shaders/crt-pi.glslp" # To avoid horizontal rainbow artefacts, use integer scaling for the height aspect_ratio_index = "22" custom_viewport_width = "1600" custom_viewport_height = "1120" custom_viewport_x = "0" custom_viewport_y = "40"
R-Type (Python 2.7)
# Auto-generated crt-pi.glslp .cfg # Place in /opt/retropie/configs/all/retroarch/config/MAME 2003/ video_shader_enable = "true" video_shader = "/opt/retropie/configs/all/retroarch/shaders/crt-pi.glslp" # To avoid horizontal rainbow artefacts, use integer scaling for the height aspect_ratio_index = "22" custom_viewport_width = "1600" custom_viewport_height = "1536" custom_viewport_x = "0" custom_viewport_y = "-168"
R-Type (Python 3.4)
# Auto-generated crt-pi.glslp .cfg # Place in /opt/retropie/configs/all/retroarch/config/MAME 2003/ video_shader_enable = "true" video_shader = "/opt/retropie/configs/all/retroarch/shaders/crt-pi.glslp" # To avoid horizontal rainbow artefacts, use integer scaling for the height aspect_ratio_index = "22" custom_viewport_width = "1600" custom_viewport_height = "1280" custom_viewport_x = "0" custom_viewport_y = "-40"
But for vertical games, some still appear wider than they should - almost square;
1941
# Auto-generated crt-pi-vertical.glslp .cfg # Place in /opt/retropie/configs/all/retroarch/config/MAME 2003/ video_shader_enable = "true" video_shader = "/opt/retropie/configs/all/retroarch/shaders/crt-pi-vertical.glslp" # To avoid horizontal rainbow artefacts, use integer scaling for the width aspect_ratio_index = "22" custom_viewport_width = "1120" custom_viewport_height = "1200" custom_viewport_x = "240" custom_viewport_y = "0"
Bomb Jack
# Auto-generated crt-pi-vertical.glslp .cfg # Place in /opt/retropie/configs/all/retroarch/config/MAME 2003/ video_shader_enable = "true" video_shader = "/opt/retropie/configs/all/retroarch/shaders/crt-pi-vertical.glslp" # To avoid horizontal rainbow artefacts, use integer scaling for the width aspect_ratio_index = "22" custom_viewport_width = "1120" custom_viewport_height = "1200" custom_viewport_x = "240" custom_viewport_y = "0"
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Some more testing - I ran the script on my other system (1280 x 1024)
1941 - Old cfg file, probably downloaded from this thread;
# Auto-generated crt-pi-vertical.glslp .cfg # Place in /opt/retropie/configs/all/retroarch/config/MAME 2003/ video_shader_enable = "true" video_shader = "/opt/retropie/configs/all/retroarch/shaders/crt-pi-vertical.glslp" # To avoid horizontal rainbow artefacts, use integer scaling for the width aspect_ratio_index = "22" custom_viewport_width = "672" custom_viewport_height = "1024" custom_viewport_x = "304" custom_viewport_y = "0"
1941 - newly generated cfg file - looks too wide;
# Auto-generated crt-pi-vertical.glslp .cfg # Place in /opt/retropie/configs/all/retroarch/config/MAME 2003/ video_shader_enable = "true" video_shader = "/opt/retropie/configs/all/retroarch/shaders/crt-pi-vertical.glslp" # To avoid horizontal rainbow artefacts, use integer scaling for the width aspect_ratio_index = "22" custom_viewport_width = "896" custom_viewport_height = "1024" custom_viewport_x = "192" custom_viewport_y = "0"
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i should probably have something in the script that checks for python version, sorry.
@andrewh said in crt-pi shader users - reduce scaling artifacts with these configs in lr-mame2003, lr-fbalpha, lr-nestopia (and more to come):
But for vertical games, some still appear wider than they should - almost square;
bear in mind that the script uses an integer scale on the X axis for vertical games to reduce the scanline scaling artifacts. in almost all cases they will be wider or narrower than before - that's just how it solves the problem.
so for example for bomb jack, it has a native X resolution of 224, and a native aspect ratio of 3:4. the script will pick the closest it can get to 3:4, whilst maintaining the integer scale, and using the full height of the screen. in your case, that's 1120(5x 224) x 1200.
896 (4x) x 1200 resolution will be further from 3:4 than what the script is generating.
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1120/1200 = 0.9333
896/1200 = 0.7466
3/4 = 0.75So, 896 should be the correct horizontal scaling, right?
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@andrewh said in crt-pi shader users - reduce scaling artifacts with these configs in lr-mame2003, lr-fbalpha, lr-nestopia (and more to come):
1120/1200 = 0.9333
896/1200 = 0.7466
3/4 = 0.75So, 896 should be the correct horizontal scaling, right?
yep, is this another python version thing again? are you running this on windows (i created it on windows and the IO might not be right on other OSs)? i dunno, i created a bunch of cfgs for common resolutions and they were all correctly calculated. you'd have to debug the script.
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@dankcushions No - running it on the Pi itself.
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