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B2K24
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Big HLSL update from Jezze
#351681 - 03/18/16 08:51 AM


A very big update and very nice work by Jezze

https://github.com/mamedev/mame/pull/724

For those that Don't or can't compile GIT then you can expect these in the next release

Game Boy preset --> http://imgur.com/VYGcG0B

Game Boy Advance preset --> http://imgur.com/B2ofowA

Vector preset --> http://imgur.com/K2jdNOk


Quote:




This is quite a big update that mainly changes the size used for render targets and re-introduces the correct usage of texture coordinates instead screen coordinates by the shaders.

Refactored render targets

HLSL now uses NPOT sized render targets (this breaks the compatibility with graphics cards based on R300/R400/NV30, anno 2005 and older)
HLSL render targets now have the exact size of the screen
removed HLSL pre-scale factor
improved overall performance (based on the previously required pre-scale factor, you might notice a 5-50% speed-up depending on your graphics card, more if you used a higher pre-scale factor)
improved shadow mask quality (pixel-perfect) in screen-mode
HLSL now uses a sharp bi-linear interpolation to pre-scale textures to screen size, based on [Themaister's] implementation
added proper texture coordinates to vector screen quad
removed ./hlsl/artwork_support folder (the default shaders supports artworks again)
known issue: cocktail mode for vector screen looks wrong

Improved scanline simulation

changed the amount of scanline darkness, a setting of 1.0 now becomes fully black (to get the same result as before half your current setting)
added scanline variation, which makes the scanline height dependent on the brightness of the underlying color
the amount of the scanline brightness and overdrive now depends on the scanline darkness
renamed 'Scanline Screen Height' to 'Scanline Screen Scale' and 'Scanline Indiv. Height' to 'Scanline Height'

Refactored bloom

fixed dimensions of bloom targets, which results in a much better alignment especially for games with very low resolution (therefore current bloom settings might look a little less intense than before)
reduced blur width for raster screen
added usage of shadow u/v option for source tile mode

HLSL presets

added general presets for raster and vector screens
added example presets for Game Boy (monochrome LCD) and Game Boy Advance (color LCD)
options are now reset to loaded preset when game is closed

MAME Testers #06144: Fixed infinite loop

fixed infinite loop while building slider list, when more than one window was created

p.s. The fix for #06144 is more of a workaround, because it doesn't achieve the intended functionality, but at least the application does not freeze anymore





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This is interesting, in particular vector rendering..... new [Re: B2K24]
#351682 - 03/18/16 10:27 AM


As I noticed tonight that on .168 and .171, there was no vector bloom. vector_bloom_scale is not in the ini for, say Tempest, with those; and increasing bloom_scale had no effect. It's not my hardware, because .157 still has bloom. And so I came here to ask. Waiting with slightly baited breath to see the new features....



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Dullaron
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Miss one B2K. raster.ini new [Re: B2K24]
#351684 - 03/18/16 10:49 AM


raster


Code:


#
# DIRECT3D POST-PROCESSING OPTIONS
#
shadow_mask_tile_mode 0
shadow_mask_alpha 0.35
shadow_mask_texture shadow-mask.png
shadow_mask_x_count 6
shadow_mask_y_count 4
shadow_mask_usize 0.1875
shadow_mask_vsize 0.25
shadow_mask_uoffset 0.0
shadow_mask_voffset 0.0
curvature 0.0
round_corner 0.0
smooth_border 0.0
reflection 0.0
vignetting 0.0
scanline_alpha 0.50
scanline_size 1.0
scanline_height 1.0
scanline_variation 1.0
scanline_bright_scale 2.0
scanline_bright_offset 0.0
scanline_jitter 0.0
defocus 1.0,0.0
converge_x 0.0,0.0,0.0
converge_y 0.0,0.0,0.0
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.05,0.00,0.10
grn_ratio -0.10,1.00,0.25
blu_ratio -0.25,0.25,1.25
saturation 1.25
offset -0.30,-0.20,-0.05
scale 1.15,1.05,0.90
power 0.90,0.90,1.15
floor 0.05,0.05,0.05
phosphor_life 0.5,0.5,0.5

#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable 0

#
# BLOOM POST-PROCESSING OPTIONS
#
bloom_blend_mode 0
bloom_scale 0.35
bloom_overdrive 1.00,1.00,1.00
bloom_lvl0_weight 1.00
bloom_lvl1_weight 0.64
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.16
bloom_lvl4_weight 0.08
bloom_lvl5_weight 0.04
bloom_lvl6_weight 0.04
bloom_lvl7_weight 0.02
bloom_lvl8_weight 0.02
bloom_lvl9_weight 0.01
bloom_lvl10_weight 0.01



Big thanks to Jeeze for adding the ini files in the source. No longer need to hunt for those people. All there now.



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uman
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Re: This is interesting, in particular vector rendering..... new [Re: Traso]
#351685 - 03/18/16 11:20 AM


> As I noticed tonight that on .168 and .171, there was no vector bloom.
> vector_bloom_scale is not in the ini for, say Tempest, with those; and increasing
> bloom_scale had no effect. It's not my hardware, because .157 still has bloom. And so
> I came here to ask. Waiting with slightly baited breath to see the new features....

There is no vector_bloom or vector_bloom_scale anymore. Jezze decided to merge the different bloom settings, into a single bloom_scale that works for both- raster and vector games. The intention was to organize the HLSL settings more and to make room for new HLSL options, rather than having a huge list of parameters, that would only scare people to use HLSL at all.



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Re: Big HLSL update from Jezze new [Re: B2K24]
#351686 - 03/18/16 11:46 AM


Too bad that isn't really what a gameboy looks like. You get darkening light parts of a row/column with lots of black pixels, not fuzzy area darkening like that screenshot shows.



Traso
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I skipped the images last time.....vector looks great.... new [Re: B2K24]
#351777 - 03/21/16 08:38 PM


in the shots and the 'game over' text, but nothing jumps out in the other bits of it the image....



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Re: I skipped the images last time.....vector looks great.... new [Re: Traso]
#351778 - 03/21/16 08:48 PM


> but nothing jumps out in the other bits of it the image.

Sorry, but I do not understand what you want to say.



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Re: Big HLSL update from Jezze new [Re: Vas Crabb]
#351779 - 03/21/16 09:02 PM


> You get darkening light parts of a row/column with lots of black pixels, not fuzzy area darkening like that screenshot shows.

You might be right, but I've never seen a high quality image, that I could use as reference. My own good old fellow Game Boy died long ago; R.I.P.

So, I rely on your feedback, which would be highly appreciated.



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Re: I skipped the images last time.....vector looks great.... new [Re: Traso]
#351800 - 03/21/16 11:57 PM


yes, vector preset looks awesome.
Any screenshots of Asteroids Deluxe ?



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B2K24
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Re: I skipped the images last time.....vector looks great.... new [Re: CiroConsentino]
#351804 - 03/22/16 01:47 AM


> yes, vector preset looks awesome.
> Any screenshots of Asteroids Deluxe ?

Man it looks really awesome when everything is in motion

http://imgur.com/NG6lX0j



redk9258
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Re: Big HLSL update from Jezze new [Re: Jezze]
#351805 - 03/22/16 01:55 AM Attachment: CM160321-18483303.jpg 2769 KB (1 downloads)


> > You get darkening light parts of a row/column with lots of black pixels, not fuzzy
> area darkening like that screenshot shows.
>
> You might be right, but I've never seen a high quality image, that I could use as
> reference. My own good old fellow Game Boy died long ago; R.I.P.
>
> So, I rely on your feedback, which would be highly appreciated.

I'm sure ths is is far from high enough quality but damn this is hard to photograph. I tried my scanner first and the LCD looked blurry. I then tried my cell phone camera. I don't have enough decent light. It's getting dark outside now. Sunshine would be best with a real camera. Maybe I'll try again in a few days...

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



redk9258
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Re: Big HLSL update from Jezze new [Re: redk9258]
#351806 - 03/22/16 01:55 AM Attachment: CM160321-18465502.jpg 526 KB (0 downloads)




[ATTACHED IMAGE]

Attachment



B2K24
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Re: Big HLSL update from Jezze new [Re: redk9258]
#351807 - 03/22/16 02:12 AM


You probably need a thousand dollar DSLR to get a worthwhile pic.

I'm unsure what people use to get those good PCB shots.



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Re: Big HLSL update from Jezze new [Re: B2K24]
#351809 - 03/22/16 02:19 AM


Well I'll tell you what. My eyesight is no as good as it used to be. Even though I could hardly see the display, I was able to finish a B game of Tetris, Level 9 - 5 High. I got to see the space shuttle launch. :-)



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Re: Big HLSL update from Jezze new [Re: B2K24]
#351811 - 03/22/16 03:13 AM


My brother-in-law bought a semi-pro camera that can take really sharp and detailed pictures. The details on a 4K picture from it is breathtaking. He paid 700 dollars for it.
Money well spent. I'll ask the brand/model of the camera when I see him again.

Edited by CiroConsentino (03/22/16 03:14 AM)



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Re: I skipped the images last time.....vector looks great.... new [Re: B2K24]
#351817 - 03/22/16 06:21 AM


> > yes, vector preset looks awesome.
> > Any screenshots of Asteroids Deluxe ?
>
> Man it looks really awesome when everything is in motion
>
> http://imgur.com/NG6lX0j

I don't know man, I don't remember the saucers being blown out like that........ Same thing with Asteroids. Trail on the shots looks good, but the saucers not so much, imo.



B2K24
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Re: I skipped the images last time.....vector looks great.... new [Re: Vaughan]
#351819 - 03/22/16 07:48 AM


You have to see it for yourself and everything in motion to fully appreciate it.

And if you don't like the presets then you're free to make your own settings and adjust sliders as you wish.



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Re: I skipped the images last time.....vector looks great.... new [Re: B2K24]
#351826 - 03/22/16 01:41 PM


I just got the vector.ini preset from MAME git to test with MAME 0.171.
I really looks amazing.

And it seems HLSL is not raping GPU usage like previous MAME builds. GPU usage stays at around 35%... it used to be 70% with HLSL enabled.



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Re: Big HLSL update from Jezze new [Re: redk9258]
#351829 - 03/22/16 02:41 PM Attachment: Gameboy.zip 8996 KB (2 downloads)


Hope this helps somehow...









And here's a bonus: A Game Boy Color screenshot








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Re: I skipped the images last time.....vector looks great.... new [Re: CiroConsentino]
#351830 - 03/22/16 04:21 PM


> I just got the vector.ini preset from MAME git to test with MAME 0.171.
> I really looks amazing.
>
> And it seems HLSL is not raping GPU usage like previous MAME builds. GPU usage stays
> at around 35%... it used to be 70% with HLSL enabled.

That was users' fault turning the prescale up too high; Jezze took that option out of their hands and voila



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Re: I skipped the images last time.....vector looks great.... new [Re: B2K24]
#351844 - 03/22/16 09:51 PM


> You have to see it for yourself and everything in motion to fully appreciate it.
>
> And if you don't like the presets then you're free to make your own settings and
> adjust sliders as you wish.

I did try it. It looks all wrong to me. I'm not complaining, just saying. I owned an original Asteroids cab, and playing it with these settings is wrong, imo. As I said, the saucers are blown out and therefore indistinct on my rig.

Same with, say, Black Widow with these settings, it's not right, imo. Take a look at the reds, I don't remember vector games being blurry like that (actually I think it's a case of overdoing Bloom in Mame, could be wrong......)

Still, if people like it, then it's all good. I did indeed turn things down, and appreciate the choice to have it or not.



B2K24
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Re: I skipped the images last time.....vector looks great.... new [Re: Vaughan]
#351850 - 03/22/16 11:26 PM


You tried it compiling from GIT? Trying it on 0.171 is not good enough.



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Re: I skipped the images last time.....vector looks great.... new [Re: B2K24]
#351851 - 03/22/16 11:32 PM


> You tried it compiling from GIT? Trying it on 0.171 is not good enough.

Perhaps that's the problem. I just tried the settings in .171.

Not saying my opinion is the "right one" at all - just making an observation. Testing as I did, the saucers on Asteroids were indistinct, whereas they should be clear, but brighter than the Asteroids themselves.

Probably a build issue......



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Re: I skipped the images last time.....vector looks great.... new [Re: Vaughan]
#351863 - 03/23/16 04:54 AM Attachment: ghosts.png 10 KB (1 downloads)


> > You tried it compiling from GIT? Trying it on 0.171 is not good enough.
>
> Perhaps that's the problem. I just tried the settings in .171.
>
> Not saying my opinion is the "right one" at all - just making an observation. Testing
> as I did, the saucers on Asteroids were indistinct, whereas they should be clear, but
> brighter than the Asteroids themselves.
>
> Probably a build issue......

I know what your talking about. Should be transparent brightness level on some of those lines. Like a ghost. I seen those lines on the machines before.

Example here. Transparent overlay lines. It like connecting the dots. Sorry about the colors aren't correct ones. This will do anyway.

You can actually see this when you don't have the HLSL turn on. Or just gotta mess with the settings on the HLSL.

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



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Re: I skipped the images last time.....vector looks great.... new [Re: Vaughan]
#351877 - 03/23/16 04:26 PM


> > You tried it compiling from GIT? Trying it on 0.171 is not good enough.
>
> Perhaps that's the problem. I just tried the settings in .171.

Oh, yeah, that won't work at all. There are substantial changes in GIT to what the settings *do*, so you can't just apply them to 0.171.



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Re: Big HLSL update from Jezze new [Re: ]
#351895 - 03/23/16 09:44 PM Attachment: gb.png 1 KB (1 downloads)


> Hope this helps somehow...
>
>
>
>
>
>
> And here's a bonus: A Game Boy Color screenshot

Is this correct behavior? The colors not right. The dots are like shader color. The line stay the same color. Green screen version.

[ATTACHED IMAGE]

Attachment



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Re: Big HLSL update from Jezze new [Re: Dullaron]
#351905 - 03/24/16 12:47 AM Attachment: 351895-gb.png 1 KB (0 downloads)


> Is this correct behavior? The colors not right. The dots are like shader color. The
> line stay the same color. Green screen version.

Hmm... I think that the colors should be more like these:

[ATTACHED IMAGE]

Attachment



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Re: Big HLSL update from Jezze new [Re: ]
#351954 - 03/25/16 06:20 PM Attachment: gameboy-green.ini 2 KB (22 downloads)


Thanks sky25es and redk9258 for your photos.

Maybe you like these settings better. I'm not sure it I made the colors right, but feel free to adjust them.



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Re: Big HLSL update from Jezze new [Re: Jezze]
#351955 - 03/25/16 06:24 PM


> Thanks sky25es and redk9258 for your photos.
>
> Maybe you like these settings better. I'm not sure it I made the colors right, but
> feel free to adjust them.

Thanks. Look good man. Yellow version look good as well. I will keep those in different folder.



B2K24
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Re: Big HLSL update from Jezze new [Re: Jezze]
#351956 - 03/25/16 06:53 PM


Yeah Jezze, That's looking very nice

I really like it over your original.

Thanks!

http://imgur.com/5eSi4rF



Traso
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Re: I skipped the images last time.....vector looks great.... new [Re: R. Belmont]
#351965 - 03/25/16 11:10 PM


> Oh, yeah, that won't work at all. There are substantial changes in GIT to what the settings *do*, so you can't just apply them to 0.171.


Ah, wadn't this obvious?


@Vauhgn: the linked image was of Asteroids Deluxe, not Asteroids.



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Re: Big HLSL update from Jezze new [Re: Jezze]
#351967 - 03/25/16 11:27 PM


Wow! Very nice! the pattern is accurate. The colors to an 90%. If you don't mind, as soon as I have some time, I'll try to adjust them a bit more...

Edit: After comparing it on a big lcd screen, I have to say that the colors are pretty accurate (I tried it the first time on my laptop). Thanks again Jezze

Edited by sky25es (03/29/16 06:42 AM)



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Re: Big HLSL update from Jezze new [Re: ]
#351974 - 03/26/16 03:38 AM Attachment: gameboy.ini 3 KB (10 downloads)


Ok. I tweaked the color and phospor life settings a bit to match my own Game Boy (playing with a bright light source).




Traso
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Sure yer not color blind? new [Re: ]
#351978 - 03/26/16 06:03 AM


Cos it looks green, yo.



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Re: Sure yer not color blind? new [Re: Traso]
#351980 - 03/26/16 07:36 AM


Oops. Sorry, my fault. Maybe I'm really color blind. I'm pretty sure now that it should be purple, no?



Now seriously, under a bright light source, as I already stated before, it looks pretty greenish. The picture above doesn't reflect this 100%.
It's just a matter of taste. If you don't like it, then use another preset or you can just make your own and share it with us all



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I found this Gameboy Light picture. new [Re: ]
#351982 - 03/26/16 08:34 AM Attachment: Game Boy Light Screen.png 426 KB (0 downloads)


You think that you can come up with this color? No I didn't mark on it.

[ATTACHED IMAGE]

Attachment



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Re: I found this Gameboy Light picture. new [Re: Dullaron]
#351984 - 03/26/16 09:04 AM


> You think that you can come up with this color? No I didn't mark on it.

See this one shows ghosting in the light pixels of a column containing a lot of black. That's what the red circle is highlighting.



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Re: I found this Gameboy Light picture. new [Re: Vas Crabb]
#351994 - 03/26/16 05:56 PM


> > You think that you can come up with this color? No I didn't mark on it.
>
> See this one shows ghosting in the light pixels of a column containing a lot of
> black. That's what the red circle is highlighting.

Yep I know. Does that on the older arcade games screen too. Just a sign of wearing out on the pixels. Depend how long it been used. That screen will burn out. No telling when. It can last longer without the light.



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Re: Big HLSL update from Jezze new [Re: Jezze]
#351997 - 03/26/16 06:31 PM


> Thanks sky25es and redk9258 for your photos.
>
> Maybe you like these settings better. I'm not sure it I made the colors right, but
> feel free to adjust them.

This one looks pretty damn good.



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Re: I found this Gameboy Light picture. new [Re: Dullaron]
#352016 - 03/27/16 01:52 AM


> > > You think that you can come up with this color? No I didn't mark on it.
> >
> > See this one shows ghosting in the light pixels of a column containing a lot of
> > black. That's what the red circle is highlighting.
>
> Yep I know. Does that on the older arcade games screen too. Just a sign of wearing
> out on the pixels. Depend how long it been used. That screen will burn out. No
> telling when. It can last longer without the light.

The same thing doesn't happen on CRTs. It's got nothing to do with pixels wearing out. It's got to do with how the matrix scanning works on LCDs.



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Re: Big HLSL update from Jezze new [Re: Jezze]
#352017 - 03/27/16 03:22 AM


Looks pretty good to me.



B2K24
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Re: Big HLSL update from Jezze new [Re: joey35car]
#352023 - 03/27/16 10:35 AM


https://github.com/mamedev/mame/pull/745


Quote:


ImJezze commented 22 hours ago

made junction points of overlapping vector lines more intense by extending the lines with their width
adjusted gameboy.ini preset to be more greenish than yellowish
added hlsl_oversampling option to render the image in a resolution twice as high, which can help to reduces moiré-effects




I just compiled to check out the latest changes. Vector games are looking so awesome now.

Also, I notice most users can simply create a fresh mame.ini and just add the preset ini files to the ini folder and they have a very nice look without really needing to change anything. Of course more advanced users can make changes as they see fit.

Thanks Jezze

http://imgur.com/6pwDiBY

http://imgur.com/fHvzjcT

http://imgur.com/2PklrP5



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Re: Big HLSL update from Jezze new [Re: B2K24]
#352024 - 03/27/16 12:57 PM


Thanks for posting the screenshots.

I'm waiting until .172 to test this.

To be honest, and please don't anyone take this as an attack on anyone's efforts, those screenshots don't look much different than I got in .171.

Look at the saucer in the first screenshot - it's a white blob, there's no definition.

Black Widow shouldn't have those white dots, and the vector lines have lost definition and look blurred.

The tie fighter in Star Wars suffers in much the same way as the saucer in Asteroids.

I'm a strong believer in people enjoying these games in any way they like, but for me - based on the screenshots - the screenshots don't look like their arcade cousins. The beauty, for me, of Vector games was their clean appearance, this takes them a step away from that, imo.

Still, each to their own, and the only way to know is to try it on your own rig......



Dullaron
Diablo III - Dunard #1884
Reged: 07/22/05
Posts: 6125
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gbpocket new [Re: B2K24]
#352034 - 03/27/16 06:52 PM Attachment: gb.jpg 43 KB (13 downloads)


Note: The colors probably off a little. You have a better one please post it.


Code:


#
# DIRECT3D POST-PROCESSING OPTIONS
#
shadow_mask_tile_mode 1
shadow_mask_alpha 0.0
shadow_mask_texture monochrome-matrix.png
shadow_mask_x_count 2
shadow_mask_y_count 2
shadow_mask_usize 0.5
shadow_mask_vsize 0.5
shadow_mask_uoffset 0.0
shadow_mask_voffset 0.0
curvature 0.0
round_corner 0.0
smooth_border 0.0
reflection 0.0
vignetting 0.0
scanline_alpha 0.0
defocus 0.5,0.5
converge_x 0.0,0.0,0.0
converge_y 0.0,0.0,0.0
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.0,0.0,0.0
grn_ratio 0.0,1.0,0.0
blu_ratio 0.0,0.0,1.0
saturation 1.0
offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.2,1.2,1.2
floor 0.0,0.0,0.0
phosphor_life 0.65,0.65,0.65

#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable 0

#
# BLOOM POST-PROCESSING OPTIONS
#
bloom_blend_mode 1
bloom_scale 0.5
bloom_overdrive 0.0,0.0,0.0
bloom_lvl0_weight 1.0
bloom_lvl1_weight 0.64
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.16
bloom_lvl4_weight 0.08
bloom_lvl5_weight 0.04
bloom_lvl6_weight 0.04
bloom_lvl7_weight 0.02
bloom_lvl8_weight 0.02
bloom_lvl9_weight 0.01
bloom_lvl10_weight 0.01



For no color.


Code:


saturation 0.0



Trying to match on the box cover.

Anyway there no lines on the Gameboy Pocket.

[ATTACHED IMAGE]

Attachment



joey35car
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Posts: 1113
Loc: Planet Claire
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Re: Big HLSL update from Jezze new [Re: B2K24]
#352050 - 03/28/16 02:52 AM


Does gameboy color use a matrix screen also?



Dullaron
Diablo III - Dunard #1884
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Jezze can you do one for Wonderswan? new [Re: B2K24]
#352063 - 03/28/16 03:09 PM


I notice the dark lines is going up/down rather than going across the screen. Light lines going across the screen. Make the video screen bigger. You will see the lines much better.

Using the CRT-geom-halation. Forget about it. Only put out dark lines across the screen. I don't think anyone vert it to up/down yet.




joey35car
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Re: Jezze can you do one for Wonderswan? new [Re: Dullaron]
#352067 - 03/28/16 04:05 PM


Can he do one for all the handhelds?



Dullaron
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Re: Jezze can you do one for Wonderswan? new [Re: joey35car]
#352083 - 03/28/16 10:53 PM


> Can he do one for all the handhelds?

GBA have the lines going up/down as well. These are the real thing.



GBA Clone have the lines going across the screen. It fake with shitty hardware. HLSL and CRT-geom-halation already set to this way.



Remember the other lines doesn't show up until the bright show up. Those are very light lines.

Would be nice to rotate the lines through the option. But there isn't one yet.



B2K24
MAME @ 15 kHz Sony Trinitron CRT user
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Posts: 2663
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Re: Jezze can you do one for Wonderswan? new [Re: Dullaron]
#352098 - 03/29/16 05:14 AM


https://github.com/mamedev/mame/pull/758

More changes went in boyz!!!

Next release will be very awesome



Dullaron
Diablo III - Dunard #1884
Reged: 07/22/05
Posts: 6125
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Re: Jezze can you do one for Wonderswan? new [Re: B2K24]
#352099 - 03/29/16 06:05 AM


> https://github.com/mamedev/mame/pull/758
>
> More changes went in boyz!!!
>
> Next release will be very awesome

Woot! GBA and Wonderswan perfect.

Copy from gba.ini to wswan.ini



remax
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Posts: 147
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Re: Jezze can you do one for Wonderswan? new [Re: Dullaron]
#352240 - 03/31/16 03:30 PM Attachment: sonic2.png 3180 KB (0 downloads)


> > https://github.com/mamedev/mame/pull/758
> >
> > More changes went in boyz!!!
> >
> > Next release will be very awesome
>
> Woot! GBA and Wonderswan perfect.
>
> Copy from gba.ini to wswan.ini

Gives really good results for Sega Game Gear too (compare with THIS)

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment

Edited by remax (03/31/16 04:25 PM)



Vaughan
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Posts: 419
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Asteroids new [Re: remax]
#352251 - 03/31/16 07:23 PM


So I put Asteroids through its paces.

The over-bright issue I previously mentioned is there - but only when the saucer moves vertically. If it moves horizontally, then it is as it should be.

Is this a limitation of some kind?



Jezze
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Posts: 72
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Re: Asteroids new [Re: Vaughan]
#352255 - 03/31/16 07:52 PM


> The over-bright issue I previously mentioned is there - but only when the saucer
> moves vertically. If it moves horizontally, then it is as it should be.
>
> Is this a limitation of some kind?

This is due to the phosphor effect. In the vertical the saucer does not have much black spaces compared to the horizontal. The phosphor effect fills these small vertical spaces and the saucer appears brighter if it moves vertical.

Setting phosphor r,g,b to 0.25 instead of 0.5 should help.



uman
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Posts: 455
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Re: Asteroids new [Re: Vaughan]
#352288 - 04/01/16 10:34 AM


this is my asteroids.ini :


Code:

#
# CORE ARTWORK OPTIONS
#
artwork_crop 1
use_backdrops 1
use_overlays 1
use_bezels 1
use_cpanels 1
use_marquees 1

#
# CORE SCREEN OPTIONS
#
brightness 1.25
contrast 1.0
gamma 1.0

#
# CORE VECTOR OPTIONS
#
antialias 1
beam_width_min 1.02
beam_width_max 3.6
beam_intensity_weight 0.82
flicker 0.16

hlsl_oversampling 1
shadow_mask_alpha 0.0
scanline_alpha 0.0
curvature 0.08
round_corner 0.10
smooth_border 0.04
reflection 0.00
vignetting 0.20
defocus 0.0,0.0
converge_x 0.0,0.0,0.0
converge_y 0.0,0.0,0.0
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.00,0.00,0.00
grn_ratio 0.00,1.00,0.00
blu_ratio 0.0,0.0,1.0
saturation 1.0
offset 0,0,0
scale 1.00,1.00,1.00
power 1.30,1.30,1.20
floor 0.00,0.00,0.00
phosphor_life 0.60,0.60,0.61

#
# VECTOR POST-PROCESSING OPTIONS
#
vector_length_scale 0.80
vector_length_ratio 6.0

#
# BLOOM POST-PROCESSING OPTIONS
#
bloom_blend_mode 0
bloom_scale 0.90
bloom_overdrive 1.00,1.00,1.00
bloom_lvl0_weight 1.00
bloom_lvl1_weight 0.48
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.24
bloom_lvl4_weight 0.16
bloom_lvl5_weight 0.24
bloom_lvl6_weight 0.32
bloom_lvl7_weight 0.48
bloom_lvl8_weight 0.64

#
# FULL SCREEN OPTIONS
#
triplebuffer 0
full_screen_brightness 1.0
full_screen_contrast 1.05
full_screen_gamma 0.98



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