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patlParticipant
You must phush the hotkey button (select as Floob wrote ?) and then the buttons for save and load.
patlParticipantThanks Floob :)
Of course I mean retrorch.cfg, now ist corrected.edit: Bullshit german autocorrection ;-)
patlParticipantYou can set the option in RGUI:
Settings – Video Settings – Use Bilinear filtering“Point filtering
to
“Bilinear filtering”But you have to save the config and restart the emulator.
Or in the config.cfg you can set: video_smooth = trueIn Combination with a scanline overlayimage it looks much better than a blur shader in higher resolutions.
And there are no performance issues.05/22/2015 at 22:46 in reply to: How to get scanlines and vastly improve picture quality: the best method #98194patlParticipantVideo smoothing in the config.cfg doesen’t matter.
With smooth on, only the emulated image is soft, not the overlay image.
Probably you really habe the wrong overlay image.05/22/2015 at 21:00 in reply to: How to get scanlines and vastly improve picture quality: the best method #98183patlParticipantCheck your Retrench render resolution.
When you load a rom press “x”, select point “8”
(Select Retroarch render res for xxx)
in the menu select point 5
(Use video Output resolution)And be ensure that your display is a 1080p display.
Otherwise scanline overlay image of patrickm will be downscaled, the scaliness itself blurred and only darken the whole image.patlParticipantI know why there are PAL borders and also the technical reason ;)
You never get a look on a LCD like a real CRT until the screen gets u much higher resolution as it know is (on a Consumer LCD)
Your settings and look are also much far away from beeing a really realistic look.
And yes i don’t sit a view inches off the screen and count pixels. I sit there i a realistic distance and want the best appereance. And this not with a blocky sharpness.
Also i think the designers of these games with this low resolution, designed the graphics to have the best look with the softness of a (consumer) LCD.
Probably most people think the same about the image quality. This is probably the only reason why shaders and filters exists.But Everyone should adjust it as he wants. ;)
patlParticipantExcuse me if I wrote something that was not meant that way. I’m german and don’t always know the right wording. I did not want to upset you. ;-)
You’re right , on the hill , you can see very few emulated pixels that are a little less wide.
But you have really search for it and you notice it only if you know what to look .Also in SNES Zelda the first dungeon.
But with smooth and my overlay, it falls on even less.For you it’s necessary that every pixel look absolutely identical.
For me it’s necessary that the overall image simply looks good.
But that’s a matter of opinion, any way he likes.
Similarly the darkness of the scanlines, to me it looks to darken, no matter how I adjust the brightness.
With the sharpness of your image there looks to me to blocky.You might also right about the high end TV, but i never played any console on a high end TV. Did you?
99,99% of all people only played on a consumer grade CRT with this “softness”.
All this is the reason why the overall image of a console like SNES, Genesis… looks more uniform and better on a CRT than on a LCD without filter or shaders ….to me ;-)
Sure, there exists better CRT shader as an overlay image, but the pi can’t handle these.Actually it was originally indeed about why the whole picture is very dark with your overlay images, it’s because of your resolution settings and the resolution of your overlay image. ;-)
Sorry but neither with the sharp-bilinear shader nor with the pixelate shader
I see any difference, no matter what settings…?
Maybe you can post a picture on you see the differences?I now have my original SNES connected and then I realized that I had totally forgotten about the PAL borders. ;-)
Thus, the aspect ratio at all is no longer correct (1.63) and the individual pixels are also wider to see it there.More example pictures:
Example Images DropboxpatlParticipantIn this gamlist.xml are the games metadata saved:
Example for fba:
home/pi/.emulationstation/gamelists/fba/gamelist.xmlpatlParticipantYou should not set up a Y resolution higher then the screen resolution.
I use 1080p because then i have 4 pixels for each scanline and additional enough pixel for the TV border itself.
I still don’t know what you mean with warped pixels on the X axis.
I can’t see any difference between 1194×896 and 960×720
You’re right the exact aspect ratio is 1194.66666 in the X axis but with 1194 every emulated pixel is 4,6640625 pixels on screen, not 1, in practice i can’t see the difference, especially with the scanlinesAlso most shader have either more or less recognizable effects on the emulator speed. For example SNES Yoshis Island first level, first cave.
The sharp-bilinear.glsl do nothing at least on my tests.
Instead i use the video_smooth option in the retroarch.cfg.
The same with the pixellate filter.In my opinion the pixel edges and the scaliness itself in your example looks too sharp and too dark for me, it looks not really realistic.
My TV border isn’t 100% finished yet, it’s a bit too much curved, so in some games too much of important image details are lost, but i like it ;-)
Here you can download some fullscreen scanline overlays and another with a TV Border
https://www.dropbox.com/sh/sicv3m5yp7ztg7u/AAAoJH6AxlKmvWKyAAMGSu8ja?lstAnd here is the Youtube Video:
https://www.youtube.com/watch?v=Xu5lLfJmJVYpatlParticipant1. Why? While the aspect ratio is 4:3 all is fine.
If it’s not exactly a 4:3 aspect ratio without the scanline overlay it may look a bit scrappy, but with the scanlines all looks great.2. Here’s a link to my dropbox. Here you can download the overlay.
Scanline Overlay3. You’re right. It depends on the emulator. PAL NES is always 240 lines. NTSC is 224 + 2 x 8 “hidden” lines = 240.
Currently i upload a video on Youtube.
I’ll post later a link.patlParticipantYou can manually edit the gamelist.xml
or you press “select” in the Emulationstation menu and select “edit this game’s metadata”. Here you can edit the name of the game.patlParticipantI disable integerscale, instead i calculate the resolution by myself for a 4:3 aspect ratio.
The X resolution doesn’t matter for the custom_viewport.
The overlay relolution should be the same as the video_fullscreen until: input_overlay_scale = 1 in the system config,
overlay0_full_screen = true in the overlay config file.
Otherwise the number of Y pixels of each scanline for each emulated Y pixel is no longer correct and the whole image looks badly.patlParticipantGenesis (and PSX, MasterSystem, limited NeoGeo and a view others) have a native resolution of 320×240. That’s a native 4:3 aspect ratio.
SNES, NES have 256×224, but on a CRT the X axis is stretched to fit a 4:3 aspect ratio.
So my custom_viewport aspect ratio settings also is 4:3.
And for each Y pixel of the game image, i have 4 Y pixels for the scanlines image. 224 x 4 = 896
I also use this settings for all emulators like Genesis and so on, technical it doesn’t fit the resolution of the scanline image because of the TV border, but it also looks really great.
If you don’t want a TV border, you can also enlarge the resolution to the whole screen of course but the Y Resolution should be a multiple of 3 or 4, so you can use 3 or 4 pixel for each scanline. Then you will have black borders on the Y axis, bit otherwise it looks horrible if you use the whole screen resolution, for example on a Full HD 1080 (/ 240=4,5) because every second scanline have 4 or 5 Pixels.patlParticipantOverlay also works best for Handhelds like Gameboy without judder..
patlParticipantHello,
I haven’t testet it yet, but it should be because of the resolution of your scanline images and the screen resolution of the emulation settings (640×480?)
The best experience for me ist video_fullscreen_x and video_fullscreen_y should be the same as the screen resolution.
the scanline image also should be the same resolution.And the scanlines should be something like this:
1. line White
2. line lighter Grey
3. line darker Grey
4. line blackThe strength of the opacity could be set up in the overlay setting of retroarch or you can insert an alpha channel to the image.
Both adjust how dark the screen is at the end.Example config with a 16:9 TV border from google but edited by me:
video_shader_enable = false
video_fullscreen_x = 1920
video_fullscreen_y = 1080
custom_viewport_width = 1194
custom_viewport_height = 896
custom_viewport_x = 363
custom_viewport_y = 87
aspect_ratio_index = 22
input_overlay = /opt/retropie/emulators/retroarch/overlays/16-9/TV_16-9.cfg
input_overlay_enable = true
input_overlay_opacity = 1.000000
input_overlay_scale = “1.000000”
video_smooth = trueIt’s faster then a shader and looks better for me on pie.
patlParticipantHello,
the Problem ist the include line.
#include “/opt/retropie/configs/all/retroarch.cfg” must be at the end of your …/atari2600/retroarch.cfg.
Otherwise the …/all/config.cfg is not used. -
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