Stella Brando
Arcane
- Joined
- Oct 5, 2005
- Messages
- 9,500
Screen curvature aside, it seems like there's too much blurring in the displayed image. Some C.R.T. shaders incorporate bilinear filtering, but this seems more like it might be due to filtering applied by the wrapper on upscaling the resolution, perhaps? I think those shaders are intended to be used with unfiltered upscaled image, so nearest neighbour scaling, and preferably integer scaling to avoid uneven distribution of the pattern or additional blurring.Going through Bear's Gay 1 for the first time in a long time using the windowcast retroarch core. Playing as a Cleric/Thief also for the first time. Reminds me a lot of my Warhammer: Online runepriest, if he could backstab with a big quarterstaff.
CNC-DDraw seems to handle Infinity Engine games very well. It comes with all the elementary scaling options and compatibility fixes, and it has some of the popular C.R.T. shaders bundled. Some of them apply bilinear filtering, while others don't, but it feels to me—without having a real C.R.T. monitor with which to compare them—that a very modest amount of blurring is welcome if the real monitor's size is much larger than that of a 15–17" C.R.T. monitor.
It may be possible to use CNC-DDraw as a basis for other shader injectors too, as it doesn't seem it's compatible with just any other GLSL shaders if they're placed in its shaders folder.
I've taken some screenshots using a variant of Lottes's shader and just two at the end with yee64. Inserting just two because of their size, the rest is available from the links below:
modified Lottes
yee64
I suppose CNC-DDraw doesn't offer anything different, if you know what you're doing with Retroarch. It's just a question of choosing the right shader and tweaking it, if necessary. It seems like console emulation has been receiving much more attention in that area so far, so we just need something like preconfigured shaders that work well with specific resolutions. As regards the screenshots you've uploaded, I would just try setting the scaling resampling to nearest neighbour, or turn off bilinear filtering, if possible. As for curvature, it's a matter of preference, as I don't think it contributed anything to the presentation and the ultimate aim was to reduce it as much as possible.Screen curvature aside, it seems like there's too much blurring in the displayed image. Some C.R.T. shaders incorporate bilinear filtering, but this seems more like it might be due to filtering applied by the wrapper on upscaling the resolution, perhaps? I think those shaders are intended to be used with unfiltered upscaled image, so nearest neighbour scaling, and preferably integer scaling to avoid uneven distribution of the pattern or additional blurring.Going through Bear's Gay 1 for the first time in a long time using the windowcast retroarch core. Playing as a Cleric/Thief also for the first time. Reminds me a lot of my Warhammer: Online runepriest, if he could backstab with a big quarterstaff.
CNC-DDraw seems to handle Infinity Engine games very well. It comes with all the elementary scaling options and compatibility fixes, and it has some of the popular C.R.T. shaders bundled. Some of them apply bilinear filtering, while others don't, but it feels to me—without having a real C.R.T. monitor with which to compare them—that a very modest amount of blurring is welcome if the real monitor's size is much larger than that of a 15–17" C.R.T. monitor.
It may be possible to use CNC-DDraw as a basis for other shader injectors too, as it doesn't seem it's compatible with just any other GLSL shaders if they're placed in its shaders folder.
I've taken some screenshots using a variant of Lottes's shader and just two at the end with yee64. Inserting just two because of their size, the rest is available from the links below:
modified Lottes
yee64
I'll give it a looking into. Really it's my first time messing around with the Windowcast core. I'm predisposed to the bezel-type shaders in retroarch, and have in more recent days been using Zomb's Bezel Megapack. But it just looks completely wrong in BG1, the text is very tiny.
I didn't think my current setup looked *that* bad, but then again I am a retard. It's been a fun exercise to tinker around with regardless.
The VGA double scanning of 320x200 content does look chunky. That's how all VGA cards in existence work.doesn't doubling the number of horizontal pixels in addition to the the number of the vertical cause C.R.T. shaders to produce a picture with more horizontal definition than there should be, since it has more pixels to work with this way? The result looks a bit ‘chunky’, with the nearest neighbour interpolation sort of showing through the pattern more than perhaps it should?
Dear ds. Since when does the ability to understand somewhat subtle but important differences equal to "autism"? Please use a dictionary and learn the definition of the termAlso, you guys confuse these three things and use them interchangeably, which I found super confusing:
- nearest-neighbour interpolation (can result in uneven scaling)
- integer scaling (a special case of nearest neighbour)
- bilinear sharp interpolation (which is not plain bilinear, far from it)
I mean, it's Echo by David Mack and he's Echo's creator so I'm not going to argue. He's painted Echo dark-skinned previously though, as well as Echo's dad Crazy Horse, and paints her with mulatto/ quadroon facial features more often than asiatic.Why is echo a nigger and loki a woman? What did I miss?
Explain that to low-brow people...Color doesn't exist in the world, it is how light appears in our mind. We are all black at midnight.
The music is made by Gerald Woodroffe - a session musician who played on Black Sabbath's "Technical Ecstasy" album, and Robert Plant's debut solo album "Pictures of eleven".man, that Elvira game had such a banger