> BTW, about CRT-geom : screen curvature is clearly incorrect in vertical games, which > is why I either disable curvature or use the "CRT" shader instead. > > I'm not sure I understood the benefit of CRT-geom over CRT, can anyone enlighten me ?
CRT-geom is from a dude named cgwg and is several years old. It either doesn't have a shadow mask effect or it can have alternating magenta/green stripes. It depends on the version you have. If you want something else for a shadow mask effect, you can use the "mame -effect some_shadow_mask.png" with an appropriate effect file.
Lottes_CRT is from Timothy Lottes: a graphics coder that has worked for big companies like nVidia (he developed fxaa and does interesting graphics research). I'm pretty sure he didn't know about previous shaders when he wrote his. I ported iy to SDLMAME/SDLMESS because I liked the aperture effect and I wanted to see how it looked on emulated games. Also, it doesn't hurt to remind people the SDL builds exist because the Windows HLSL effects need a lot of fiddling to look good with different systems/games.
But really, both shaders are comparable. Lottes' has built-in shadow mask effects and a small bloom effect*. cgwg has rounded corners and a screen tilt feature. The scaling/scanlines/etc are calculated a bit differently between them, but the result is pretty similar.
*There are multi-pass versions of cgwg's shader with bloom and other stuff added that work in other emulators. But SDLMAME/SDLMESS don't have the same features and so the CRT-geom we have is a little bit more limited.
|