> > Best I could manage with my phone. The image is richer, and the colors brighter, > than > > either D3D and png, or HLSL, because they're actual hardware scanlines produced by > > the synthesis of the resolution with the right png file. And the image isn't being > > 'masked'.
I love the combination of integer scaling + a .PNG overlay The resulting picture is so much brighter and clearer than most existing crt shaders it's fascinating.
Looks much better in real life because the RGB 'strips' that I've added to every pixel 'shine' and as a result, simulate a kind of 'life' to the pixels and a simili-dithering instead of full plain color areas. It's not using any kind of smoothing nor shades of grey, everything is pure RGB colors on a single .PNG file, so It's very sharp and colorful but not 'pixel-ey'. Considering a normal 60Hz LCD is producing more or less smearing and can have a relatively insufficient brightness output when too much stuff is overlayed, this method actually works best.
Of course many people won't accept the black borders area, but it's possible to integer-scale the other way and make the picture bigger than the screen in some cases (of course that means creating a new .PNG to match the different scaling factor too! quite the hassle)
Too bad screenshots kind of fail at showing how good it looks in practice:
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
> MAME isn't about playing the games anyway.
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