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StilettoAdministrator
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Reged: 03/07/04
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Re: Why are the graphics on most MAME emulated games so... poor?
12/19/11 01:18 AM


> i think he's upset cause mame don't make use of the gpu, so the graphics looks plane
> compared to the original games running on their respective arcade boards.

What on earth are you talking about? What MAME outputs (bugs in the emulation notwithstanding) will be EXACTLY what the games on the respective arcade boards output. So if you remember it as better, then it's all due to the filtering effects that a CRT compared to an LCD does.

For what it's worth, the way I translated what you said is "I want MAME/emulators to make the games look BETTER than they did on the originals by using my 3D GPU", which isn't happening, buddy. We're not ePSXe.

> btw how can i make use of that HLSL option? i would want to play around with some
> mame filters...

Easiest way is to enable HLSL in your MAME ini and then configure the global HLSL.ini, I believe.

You can also do it from the command line:
Code:


-hlsl_enable enable HLSL post-processing (PS3.0 required)
-hlslpath path to hlsl files
-hlsl_ini_read enable HLSL INI reading
-hlsl_ini_write enable HLSL INI writing
-hlslini HLSL INI file name for this game
-hlsl_prescale_x HLSL pre-scale override factor for X (0 for auto)
-hlsl_prescale_y HLSL pre-scale override factor for Y (0 for auto)
-hlsl_preset HLSL preset to use (0-3)
-hlsl_write enable HLSL AVI writing (huge disk bandwidth suggested)
-hlsl_snap_width HLSL upscaled-snapshot width
-hlsl_snap_height HLSL upscaled-snapshot height
-shadow_mask_alpha shadow mask alpha-blend value (1.0 is fully blended, 0.0 is no mask)
-shadow_mask_texture shadow mask texture name
-shadow_mask_x_count shadow mask width, in phosphor dots
-shadow_mask_y_count shadow mask height, in phosphor dots
-shadow_mask_usize shadow mask texture size in U direction
-shadow_mask_vsize shadow mask texture size in V direction
-curvature screen curvature amount
-pincushion pincushion amount
-scanline_alpha overall alpha scaling value for scanlines
-scanline_size overall height scaling value for scanlines
-scanline_height individual height scaling value for scanlines
-scanline_bright_scaleoverall brightness scaling value for scanlines (multiplicative)
-scanline_bright_offsetoverall brightness offset value for scanlines (additive)
-scanline_jitter overall interlace jitter scaling value for scanlines
-defocus overall defocus value in screen-relative coords
-converge_x convergence in screen-relative X direction
-converge_y convergence in screen-relative Y direction
-radial_converge_x radial convergence in screen-relative X direction
-radial_converge_y radial convergence in screen-relative Y direction
-red_ratio red output signal generated by input signal
-grn_ratio green output signal generated by input signal
-blu_ratio blue output signal generated by input signal
-saturation saturation scaling value
-offset signal offset value (additive)
-scale signal scaling value (multiplicative)
-power signal power value (exponential)
-floor signal floor level
-phosphor_life phosphorescence decay rate (0.0 is instant, 1.0 is forever)

-yiq_enable enable YIQ-space HLSL post-processing
-yiq_cc Color Carrier frequency for NTSC signal processing
-yiq_a A value for NTSC signal processing
-yiq_b B value for NTSC signal processing
-yiq_o Outgoing Color Carrier phase offset for NTSC signal processing
-yiq_p Incoming Pixel Clock scaling value for NTSC signal processing
-yiq_n Y filter notch width for NTSC signal processing
-yiq_y Y filter cutoff frequency for NTSC signal processing
-yiq_i I filter cutoff frequency for NTSC signal processing
-yiq_q Q filter cutoff frequency for NTSC signal processing
-yiq_scan_time Horizontal scanline duration for NTSC signal processing (in usec)
-yiq_phase_count Phase Count value for NTSC signal processing



And also see mame/docs/hlsl.txt.
http://mamedev.org/source/docs/hlsl.txt.html (also on your hard drive)

Interesting forum links:
http://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=266432
http://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=255547
http://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=270919
http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=75464&page=1

There's forum threads discussing ideal settings all over mameworld.info and bannister.org

- Stiletto







Entire thread
Subject Posted by Posted on
* Why are the graphics on most MAME emulated games so... poor? erev 12/18/11 01:59 PM
. * Thumbs down for the ardent participation in this thread.... mogli  12/23/11 11:18 PM
. * Re: Why are the graphics on most MAME emulated games so... poor? Roman  12/18/11 02:29 PM
. * Re: Why are the graphics on most MAME emulated games so... poor? Naoki  12/18/11 02:04 PM
. * Re: Why are the graphics on most MAME emulated games so... poor? Heihachi_73  12/18/11 03:01 PM
. * Re: Why are the graphics on most MAME emulated games so... poor? Envisaged0ne  12/18/11 04:43 PM
. * Re: Why are the graphics on most MAME emulated games so... poor? B2K24  12/18/11 08:33 PM
. * Re: Why are the graphics on most MAME emulated games so... poor? Envisaged0ne  12/18/11 09:18 PM
. * Re: Why are the graphics on most MAME emulated games so... poor? karadaniano  12/18/11 10:33 PM
. * Re: Why are the graphics on most MAME emulated games so... poor? R. Belmont  12/19/11 01:23 AM
. * Re: Why are the graphics on most MAME emulated games so... poor? StilettoAdministrator  12/19/11 01:18 AM
. * Re: Why are the graphics on most MAME emulated games so... poor? karadaniano  12/24/11 12:44 AM

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