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#76891 - 02/05/12 06:11 PM Re: A couple GLSL issues [Re: cgwg]
R. Belmont Offline
Very Senior Member

Registered: 03/17/01
Posts: 13211
Loc: USA
Sorry, no. There simply is no such thing as a 16:10 CRT, and games made for JAMMA cabinets were required to work with a standard 4:3 or 3:4 CRT. It looks super-tall because you aren't used to seeing TVs sideways, but it really isn't. I played a 27" Strikers 1945 III that I was convinced was 16:9 for a while but then popped the back and the monitor was a dead stock 4:3 Hantarex. If we can track down someone with a Daioh machine I'm sure they'll be able to pop the back and say the same thing.

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#76911 - 02/05/12 09:42 PM Re: A couple GLSL issues [Re: R. Belmont]
quartz Offline
Member

Registered: 01/30/12
Posts: 22
Originally Posted By: R. Belmont
There simply is no such thing as a 16:10 CRT

oh really. you're sure about that, huh? care to explain these then?

http://www.amazon.com/Sony-GDM-FW900-Widescreen-Trinitron-Monitor/dp/B00004YNSR
http://www.amazon.com/Toshiba-30DF56-Widescreen-Standard-Definition/dp/B000FEE4S0

widescreen CRTs have been around for a while, just because you've never seen one before doesn't mean they don't exist.

Originally Posted By: R. Belmont
If we can track down someone with a Daioh machine I'm sure they'll be able to pop the back and say the same thing.

yeah, the problem with that is that they're pretty rare, from what I understand.


look guys, this argument is retarded. how's about you call me nuts, I call you nuts, and we just move on. cgwg has made an awesome plugin and I don't want to derail this thread with some stupid flamewar about aspect ratios.

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#76913 - 02/05/12 10:15 PM Re: A couple GLSL issues [Re: cgwg]
R. Belmont Offline
Very Senior Member

Registered: 03/17/01
Posts: 13211
Loc: USA
Yeah, and those both came out after 2000. Find me one from 1993, let alone an arcade monitor chassis from that era that used one. (The only thing close was the special-order super-high-dollar 16:9 version of Virtua Racing, and that was medium-res so it wouldn't work with Daioh anyway).

Look, it's ok to admit you personally think the game looks better at the wrong aspect. There are people out there who swear by 400 pound Chun Li (caused by playing SF2 in pixel-aspect at 16:9 to "fill the screen"). It's just that we'll eventually prove you're wrong because JAMMA specifies 4:3 or 3:4, period smile

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#76914 - 02/05/12 11:30 PM Re: A couple GLSL issues [Re: R. Belmont]
quartz Offline
Member

Registered: 01/30/12
Posts: 22
I dunno, maybe I'm wrong. here are two better quality images:





honestly that looks taller to me than 3:4, but not as tall as 10:16. this cabinet is noticeably different from the one that was at my pizza place though, so I dunno.

as a side note, I really wish google didn't keep removing features from their search. trying to find pictures of this game is hell because I can't do "-azumanga" anymore.

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#76915 - 02/05/12 11:36 PM Re: A couple GLSL issues [Re: quartz]
quartz Offline
Member

Registered: 01/30/12
Posts: 22
anyway, back to CRT-geom.

cgwg: have you ever thought about adding vignette or blur/focus filters?

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#76979 - 02/07/12 02:01 AM Re: A couple GLSL issues [Re: R. Belmont]
mangamuscle Offline
Senior Member

Registered: 02/17/03
Posts: 168
Loc: Mexico

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#76980 - 02/07/12 04:02 AM Re: A couple GLSL issues [Re: quartz]
cgwg Offline
Member

Registered: 07/27/07
Posts: 63
Originally Posted By: quartz
cgwg: have you ever thought about adding vignette or blur/focus filters?

Can you elaborate on how vignetting would be appropriate for a CRT filter?

At one point, I did make a shader that simulates worse beam focus at the corners than at the center of the screen. One of the limitations of the present design, though, is that the simulated beam has height but no width, so the resulting blurring is only vertical.

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#77119 - 02/09/12 09:18 AM Re: A couple GLSL issues [Re: cgwg]
quartz Offline
Member

Registered: 01/30/12
Posts: 22
Originally Posted By: cgwg
Can you elaborate on how vignetting would be appropriate for a CRT filter

because a lot of CRTs would do that as they got older?


Originally Posted By: cgwg
One of the limitations of the present design, though, is that the simulated beam has height but no width, so the resulting blurring is only vertical.


I dunno how much power glsl gives you, but could you hack it by, like, grabbing the entire frame post-render and applying a selective blur to it?

EDIT: actually that would probably destroy the scanline effect wouldn't it....

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#77120 - 02/09/12 09:27 AM Re: A couple GLSL issues [Re: cgwg]
quartz Offline
Member

Registered: 01/30/12
Posts: 22
ok wait, it just occurred to me that 'vignetting' has multiple definitions. what I'm talking about is having the image lose luminance slightly towards the edges/corners



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#77123 - 02/09/12 01:27 PM Re: A couple GLSL issues [Re: cgwg]
R. Belmont Offline
Very Senior Member

Registered: 03/17/01
Posts: 13211
Loc: USA
Yes, and that's precisely the effect that makes no sense in a CRT context. It is *not* an effect that happens to older CRTs; CRTs die when the gun itself is no longer capable of shooting, and that makes the entire screen dimmer at once.

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