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What does HLSL do for MAME?
#255425 - 05/24/11 05:25 PM
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I saw this was a new addition, as of 140u4.
In layman terms, what does it do?
Edited by "The Manuel" (05/24/11 06:00 PM)
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Re: What does HLSL do for MAME?
[Re: "The Manuel"]
#255428 - 05/24/11 05:58 PM
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> I saw this one a new addition, as of 140u4. > > In layman terms, what does it do?
HLSL programs in fact allows for 3D effects (shaders: usually small collections of arithmetic code which can work on 3D coordinates or pixels) to be computed on your graphics card, which in turn can alter the appeareance of MAME's rasterized graphics output. As for now, to more authentically simulate the output of arcade monitors, like colors bleeding into each other, jitter, or slightly curved glass surfaces.
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> HLSL programs in fact allows for 3D effects (shaders: usually small collections of > arithmetic code which can work on 3D coordinates or pixels) to be computed on your > graphics card, which in turn can alter the appeareance of MAME's rasterized graphics > output. As for now, to simulate the output of old arcade monitors, as in this current > implementation.
Thanks for the explanation. One day, the CRT TV with component inputs in my arcade cabinet will die and I will need to replace it with an LCD, so I'll keep an eye on this one. The problem will be fitting a 16:9 TV into a 4:3 space.
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R. Belmont |
Cuckoo for IGAvania
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Re: What does HLSL do for MAME?
[Re: "The Manuel"]
#255436 - 05/24/11 06:54 PM
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> I saw this was a new addition, as of 140u4. > > In layman terms, what does it do?
A video is worth a few million words in this case:
http://icips.us/emulation/crt/crt3_fixed.avi
ETA: The video's fairly MESS-heavy to show off the NTSC simulation in the HLSL, but there are some MAME games towards the end too (And if you haven't tried MESS in a while, the video is a good look at what you're missing).
Edited by R. Belmont (05/24/11 07:11 PM)
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Re: What does HLSL do for MAME?
[Re: "The Manuel"]
#255440 - 05/24/11 07:12 PM
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> I saw this was a new addition, as of 140u4. > > In layman terms, what does it do?
I gives R. Belmont a shitload of work to reimplement in GLSL for the SDL port.
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R. Belmont |
Cuckoo for IGAvania
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Re: What does HLSL do for MAME?
[Re: Bryan Ischo]
#255449 - 05/24/11 08:03 PM
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> > I saw this was a new addition, as of 140u4. > > > > In layman terms, what does it do? > > I gives R. Belmont a shitload of work to reimplement in GLSL for the SDL port.
Me? No, I await your (or, you know, somebody's) patch.
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Re: What does HLSL do for MAME?
[Re: R. Belmont]
#255486 - 05/24/11 11:31 PM
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> A video is worth a few million words in this case: > > http://icips.us/emulation/crt/crt3_fixed.avi >
Agree, but is it worth 381.26 MB download?
I admit effects turned better than expected. For me it doesn't surpass a "clean" (pixelated) output (no HLSL, D3D filter off), but for games or systems where CRT effects hide some flaws (i.e. N64 games or Silent Hill with lower and dithered depth color) it's really good.
It still needs an automatic scanline size calculation depending on system resolution and monitor format (NTSC/PAL), but that's a minor detail not everyone will notice (or care).
First game I tried and wanted to see with this on MAME was Sai Yu Gou Ma Roku and all backgrounds are garbled. :/
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R. Belmont |
Cuckoo for IGAvania
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Re: What does HLSL do for MAME?
[Re: BIOS-D]
#255488 - 05/24/11 11:42 PM
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> Agree, but is it worth 381.26 MB download?
Well, there are multiple problems doing it any other way:
1) The effects can be subtle (NTSC color fringing, dot crawl, and moire) and any amount of MPEG-type compression would probably distort them 2) The NTSC simulation in particular needs to be seen in motion - still frames doesn't quite cut it > First game I tried and wanted to see with this on MAME was Sai Yu Gou Ma Roku and all > backgrounds are garbled. :/
The backgrounds work without the HLSL effects?
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Re: What does HLSL do for MAME?
[Re: R. Belmont]
#255493 - 05/25/11 12:08 AM
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I just tried that game and it worked fine for me.
# # DIRECT3D POST-PROCESSING OPTIONS # hlsl_enable 1 hlslpath hlsl shadow_mask_alpha 0.2 shadow_mask_texture aperture.png shadow_mask_x_count 640 shadow_mask_y_count 480 shadow_mask_usize 0.09375 shadow_mask_vsize 0.09475 oversample_x 4.0 oversample_y 4.0 curvature 0.0 screen_scale_top 1.0 screen_scale_bottom 1.0 pincushion 0.0 scanline_alpha 0.6 scanline_size 1.0 scanline_bright_scale 1.0 scanline_bright_offset 0.6 scanline_jitter 0.0 defocus_x 0.0 defocus_y 0.0 red_converge_x 0.0 red_converge_y 0.0 green_converge_x 0.0 green_converge_y 0.0 blue_converge_x 0.0 blue_converge_y 0.0 red_radial_converge_x 0.0 red_radial_converge_y 0.0 green_radial_converge_x 0.0 green_radial_converge_y 0.0 blue_radial_converge_x 0.0 blue_radial_converge_y 0.0 red_from_r 1.0 red_from_g 0.0 red_from_b 0.0 green_from_r 0.0 green_from_g 1.0 green_from_b 0.0 blue_from_r 0.0 blue_from_g 0.0 blue_from_b 1.0 saturation 1.0 red_offset 0.0 green_offset 0.0 blue_offset 0.0 red_scale 1.0 green_scale 1.0 blue_scale 1.0 red_power 2.2 green_power 2.2 blue_power 2.2 red_floor 0.02 green_floor 0.02 blue_floor 0.02 red_phosphor_life 0.4 green_phosphor_life 0.4 blue_phosphor_life 0.4 yiq_enable 0 yiq_w 4.1187867 yiq_a 0.5 yiq_b 0.5 yiq_fsc 1.5 yiq_fsc_scale 1.0 yiq_phase_count 2
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Re: What does HLSL do for MAME?
[Re: R. Belmont]
#255499 - 05/25/11 12:59 AM
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> The backgrounds work without the HLSL effects?
It looks like it was my own fault. I tried to run the set with NO GOOD DUMP KNOW ROMs. Bootlegs run fine.
I just got the video, definitely is worth watching it.
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Re: What does HLSL do for MAME?
[Re: R. Belmont]
#255500 - 05/25/11 01:16 AM
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> > > I saw this was a new addition, as of 140u4. > > > > > > In layman terms, what does it do? > > > > I gives R. Belmont a shitload of work to reimplement in GLSL for the SDL port. > > Me? No, I await your (or, you know, somebody's) patch.
Isn't at least some GLSL already supported on the SDL port?, in that case, how do they compare each other feature wise?
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grobda |
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Re: What does HLSL do for MAME?
[Re: "The Manuel"]
#255739 - 05/27/11 10:27 AM
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Re: What does HLSL do for MAME?
[Re: grobda]
#255760 - 05/27/11 03:34 PM
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> This is the best explanation I've seen ... in the comments to the original news > release.
I loved the read. Thanks.
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