> Hi Smitt > > Thanks for the response. > > However, the new code is actually worse than the original. Not only are the solid > black lines still in the bottom and right, but the scanlines themselves are > completely trucked. > > Hover over the image to see the new version: > > http://screenshotcomparison.com/comparison/55805 > > If you hover over the image, you can see the difference between the old and the new. > The scanlines are completely off now. Those screenshots were taken with identical > configuration settings. > > I'm on IRC if there's anyone willing to try a few things with me there to get it > fixed in a short amount of time.
It's not clear that the scanlines are actually wrong. They look bad, but that will happen sometimes (maybe?).
If the resolution you're running at isn't a multiple if the number of scanlines drawn, then I guess they won't line up with the pixels and some could end up being drawn thinner/thicker because of this. This is probably a necessary consequence of decoupling the CRT simulation from the final output res. If that's what's going on, then the cure is simply: run at very high resolutions so the aliasing is less objectionable.
What happens if you run at other windowed resolutions? Or change the number of scanlines drawn with the scanline height options (Just for testing. You shouldn't really need to change these per game/system)?
I couldn't get HLSL working on my nVidia card (from SVN obviously) just now (but I've modified some of the shader files so that's probably my own fault) so I can't take a closer look right now.
Good luck!
Edited by SoltanGris42 (01/04/14 10:35 AM)
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