> I don't know what the hell Z-amplitude is, but the brightness on vector games is > simply a factor of how long the beam remained on a given spot, or how often a vector > was redrawn compared to other vectors in the same scene. The shots in Asteroids, for > example, are exceptionally bright because they're physically drawn more often than > the rest of the vectors in the scene. > > There was no frame rate per se in vector games, and the way MAME currently emulates > vector games lacks the appropriate information for being able to do actual overdriven > vectors in a shader. The proper way to handle it would be for the OSD to be made > aware of the actual duration of the draw per-vector, and for the vector's brightness > to be adjusted in the shader based on that factor. Ideally, this information could be > written into a render target as well, so that the bloom shader would be aware of it > in order to add extra bloom to vectors that were drawn either slower or more often in > a given frame. > > I don't know where you're getting the whole broadcast brightness thing from, but it > has nothing to do with how vector monitors worked.
All this vector double-drawing may be true and this could be the same as the Z-Amplitude, i am talking about. Believe me, i did extensive research on vector-games the last 2-3 months and talked with arcade-pros that owns the originals. The guys are not only fanboys and they know their business well. This was how they explained the stuff for me and i believe them. Good source: http://www.jmargolin.com/vgens/vgens.htm I also attached a picture of the Z-amplitude.
Off course has the broadcast-filter nothing to do with how the real stuff works, it is a effect, like HLSL is, to achieve some things, that we cant otherwise. I am aware of the MAME standards, so i think effects are somehow legal to use . The idea of a broadcast-filter sounds easier for me, than to do the stuff with OSD etc. And even if we could make that OSD thing happen, ask yourself what would the result be. Would this make the shots brighter? No, because white is white, it cant go brighter . The broadcastfilter would take care of that. Think of it like a compressor with a gate treshold, that opens only for the brighter vectors .
In my eyes there cant be a "proper" way, as long as you use a LCD or a "normal" CRT (CRT is better, but still raster ). Simulation is the way to go. Currently i would say, the best setup for colored vector games, is a PC-CRT with a high resolution (or a vector monitor :P ). It has a shadowmask and true phosphors/life. For B/W vector-games, would be a real B/W CRT be nice.
There is more problematic stuff with HLSL and vector-games, especially the handling of the resolution and effect-calculations, because unlike rastergames, we have no prescale factors on vector-games, which can be bad for the effects that are used, especially the glow. All effects are rendered on the current used screen resolution. We will try to change that and to have the prescale factor also back on vector games. Jezze did a lot for vector-games, but sadly something messed up with cocktail presentation mode and so the changes didnt went into 0164, maybe next version .
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
Edited by uman (08/01/15 01:58 PM)
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