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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@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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Something I've noticed with a couple of the problematic games is that they don't have square pixels.
Take 1941 for example - its resolution is 384 x 224, which is a ratio of 5.1:3, so it would be 'squashed' vertically if displayed on a 4:3 ratio monitor.Also, I think it should be possible to take a different approach than what you've done in order to compute optimum scaling factors. Here's what I've done in pseudocode, and then a hacked version of your script;
- Calculate 'squareness factor' of pixels in original resolution : (width/height)/aspect ratio
- If it's a horizontal format game, scale the width by 1/squareness factor, leave the height as-is
- If it's a vertical format game, multiply the height by the squareness factor, leave the width as-is
- Compute the horizontal & vertical scale factor between the game and the screen
- Use whichever works out lower (i.e. for a vertical format game, it'll always be height, but for horizontal format it could be either - or they could be the same)
- For vertical games, multiply the game width by the integer value of the scaling factor (which will be the first whole number below the actual scaling factor. The height will be equal to the screen height.
- For horizontal games, multiply the game height by the integer value of the scaling factor, and multiply the width by the actual scaling factor. If the viewport width is close enough to the screen width, just set it to the screen width.
As I'm not too familiar with Python, I just chopped out the sections of your script that weren't directly related to this, so the following will create files for MAME & FB Alpha, but not with curvature, and no zipping. It runs and produces output that matches what I calculated manually in Excel for a variety of resolutions / games.
If anyone wants to check it out, I'd be interested to hear what you think.
crt_pi_configs_AH.py
# creates cfg files for crt-pi # params are: # * core (eg mame2003 or fbalpha) # * screen width (eg 1920) # * screen height (eg 1080) # example usage: # python crt_pi_configs_AH.py mame2003 1920 1080 # python crt_pi_configs_AH.py fbalpha 1920 1080 import sys import os import shutil def generateConfigs(arg1, arg2, arg3): if "mame2003" in arg1: fileName = "resolution_db/mame2003.txt" coreName = "MAME 2003" elif "fbalpha" in arg1: fileName = "resolution_db/fbalpha.txt" coreName = "FB Alpha" screenWidth = int(arg2) screenHeight = int(arg3) resolution = str(screenWidth) + "x" + str(screenHeight) resolutionDbFile = open(fileName, "r" ) print("opened file {}".format(fileName)) for gameInfo in resolutionDbFile: # strip line breaks gameInfo = gameInfo.rstrip() # parse info gameInfo = gameInfo.split(",") gameName = gameInfo[0] gameOrientation = gameInfo[3] gameWidth = int(gameInfo[1]) gameHeight = int(gameInfo[2]) aspectRatio = int(gameInfo[9]) / int(gameInfo[10]) gameType = gameInfo[4] #integerWidth = int(gameInfo[7]) #integerHeight = int(gameInfo[8]) cfgFileName = gameName + ".cfg" # Create directory for cfgs, if it doesn"t already exist path = resolution + "_AH/" + coreName if not os.path.isdir(path): os.makedirs (path) # create cfg file print("creating {}/{}".format(path,cfgFileName)) newCfgFile = open(path + "/" + cfgFileName, "w") newCfgFile.write("# {}\n".format(gameInfo)) if "V" in gameType: # Vector games shouldn"t use shaders, so clear it out newCfgFile.write("# Auto-generated vector .cfg\n") newCfgFile.write("# Place in /opt/retropie/configs/all/retroarch/config/{}/\n".format(coreName)) newCfgFile.write("video_shader_enable = \"false\"\n") else: if "V" in gameOrientation: shader = "crt-pi-vertical.glslp" # flip vertical games gameWidth = int(gameInfo[2]) gameHeight = int(gameInfo[1]) # Calculate pixel 'squareness' and adjust gameHeight figure to make them square (keeping Width as-was to avoid scaling artifacts) pixelSquareness = ((gameWidth/gameHeight)/aspectRatio) gameHeight = int(gameHeight * pixelSquareness) elif "H" in gameOrientation: shader = "crt-pi.glslp" # Calculate pixel 'squareness' and adjust gameWidth figure to make them square (keeping Height as-was) pixelSquareness = ((gameWidth/gameHeight)/aspectRatio) gameWidth = int(gameWidth / pixelSquareness) newCfgFile.write("# Auto-generated {} .cfg\n".format(shader)) newCfgFile.write("# Place in /opt/retropie/configs/all/retroarch/config/{}/\n".format(coreName)) newCfgFile.write("video_shader_enable = \"true\"\n") newCfgFile.write("video_shader = \"/opt/retropie/configs/all/retroarch/shaders/{}\"\n".format(shader)) # Check scale factor in horizontal and vertical directions vScaling = screenHeight/gameHeight hScaling = screenWidth/gameWidth # Keep whichever scaling factor is smaller. Also get the integer of that scaling factor. if vScaling < hScaling: intScaleFactor = int(vScaling) scaleFactor = vScaling else: intScaleFactor = int(hScaling) scaleFactor = hScaling # For vertical format games, width multiplies by an integer scale factor, height can multiply by the actual scale factor. # For horizontal games height multiplies by the integer scale factor, and width multiplies by the actual scale factor, # but gets rounded up to the screen width if close enough. if "V" in gameOrientation: viewportWidth = gameWidth * intScaleFactor viewportHeight = screenHeight newCfgFile.write("# To avoid horizontal rainbow artefacts, use integer scaling for the width\n") else: viewportWidth = int(gameWidth * scaleFactor) if screenWidth - viewportWidth < 10: viewportWidth = screenWidth viewportHeight = gameHeight * intScaleFactor newCfgFile.write("# To avoid horizontal rainbow artefacts, use integer scaling for the height\n") viewportX = int((screenWidth - viewportWidth) / 2) viewportY = int((screenHeight - viewportHeight) / 2) newCfgFile.write("aspect_ratio_index = \"22\"\n") newCfgFile.write("custom_viewport_width = \"{}\"\n".format(viewportWidth)) newCfgFile.write("custom_viewport_height = \"{}\"\n".format(viewportHeight)) newCfgFile.write("custom_viewport_x = \"{}\"\n".format(viewportX)) newCfgFile.write("custom_viewport_y = \"{}\"\n".format(viewportY)) newCfgFile.close() resolutionDbFile.close() if __name__ == "__main__": generateConfigs(sys.argv[1], sys.argv[2], sys.argv[3])
- Calculate 'squareness factor' of pixels in original resolution : (width/height)/aspect ratio
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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):
Something I've noticed with a couple of the problematic games is that they don't have square pixels.
Take 1941 for example - its resolution is 384 x 224, which is a ratio of 5.1:3, so it would be 'squashed' vertically if displayed on a 4:3 ratio monitor.yes many arcade games don't have square pixels. a CRT has no 'resolution' as such. for the script, we don't care about the original ratio of the the pixels, only that of the original CRT (which is invariable 3:4 or 4:3). that's the ratio we need to get as close to as possible. if you displayed in the ratio of the pixels the image would be distorted.
like i said before, there's no problem with the script here. if you look at my generated zip files, i don't believe they will miscalculate anything. for example, 1080p cfg for bombjack:
# 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 = "1080" custom_viewport_x = "512" custom_viewport_y = "0"
896/1080 = .8296
the next x scale down would be:
672/1080 = .6222so it's picked the closest one to .75. can you find issues with my posted .cfgs?
btw, the script has a mild tolerance towards wider than narrower for vertical games. you can adjust that (
tolerance
var). maybe if you're using lower resolutions you should adjust it. -
After a bunch more testing, I think I can summarize the problem as follows;
For a screen resolution of 1600 x 1200, the tolerance in your script needs to be dropped below 25, otherwise some vertical games will use a horizontal scaling that's too large.
Using 1941 for example, the optimal horizontal scaling should be a factor of 4, giving a viewport width of 896.
The screen vertical is stretched to 1200, so the aspect ratio becomes 896:1200, which is 0.7466.
Since this is slightly less than the original aspect ratio of 0.75, the script checks the next integer scale value.- Scale value 4 : 896/1200 = 0.7466
- Scale value 5 : 1120/1200 = 0.9333
There's then a check to see whether the new scale is within the tolerance
if ((widerAspect - aspectRatio)/aspectRatio * 100) <= tolerance: viewportWidth = int(gameWidth * (scaleX + 1))
Using the figures above :
(0.9333-0.7466)/0.7466 * 100 = 25
So, the horizontal scale value of 5 gives a result that's bang on the tolerance, and therefore used, even though this gives an aspect ratio that's much further from the original.Setting the tolerance to something less than 25 will yield more correct results.
It appears that this only affects 1600 x 1200 (that I've found so far), presumably because this resolution is actually a ratio of 4:3, whereas none of the others are. -
@andrewh said in crt-pi shader users - reduce scaling artifacts with these configs in lr-mame2003, lr-fbalpha, lr-nestopia (and more to come):
Setting the tolerance to something less than 25 will yield more correct results.
It appears that this only affects 1600 x 1200 (that I've found so far), presumably because this resolution is actually a ratio of 4:3, whereas none of the others are.If we are using anything other than a 4:3 like regular ol' HD (1920x1080) do we gain any additional "more correct results" with your script?
Does bumping below a tolerance of 25 for 4:3 displays generates the same results?
Did you stumble upon the one exception being a 4:3 ratio? It sounds like you tested some other ratios but the results are the same?
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