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#69832 - 05/24/11 11:03 PM SHADER PRESET ONE-STOP SHOP
Just Desserts Offline
Very Senior Member

Registered: 05/23/09
Posts: 1243
These are the perfect shader settings. If you don't like them, noooooo! Technical merit notwithstanding, I argue these look damn close to my family's shitty 19" TV 80's-era TV. In all cases, click the thumby for bigginess.

NES


Quote:

hlsl_enable 1
hlslpath hlsl
shadow_mask_alpha 0.25
shadow_mask_texture aperture.png
shadow_mask_x_count 512
shadow_mask_y_count 384
shadow_mask_usize 0.125
shadow_mask_vsize 0.125
oversample_x 1.0
oversample_y 1.0
curvature 0.05
screen_scale_top 1.0
screen_scale_bottom 1.0
pincushion 0.05
scanline_alpha 0.5
scanline_size 1.0
scanline_bright_scale 1.0
scanline_bright_offset 0.7
scanline_jitter 0.0
defocus_x 0.0
defocus_y 0.0
red_converge_x 0.0
red_converge_y 0.0
green_converge_x 0.0
green_converge_y 0.0
blue_converge_x 0.0
blue_converge_y 0.0
red_radial_converge_x 0.0
red_radial_converge_y 0.0
green_radial_converge_x 0.0
green_radial_converge_y 0.0
blue_radial_converge_x 0.0
blue_radial_converge_y 0.0
red_from_r 0.95
red_from_g 0.05
red_from_b 0.0
green_from_r 0.0
green_from_g 0.95
green_from_b 0.05
blue_from_r 0.05
blue_from_g 0.0
blue_from_b 0.95
saturation 1.5
red_offset 0.0
green_offset 0.0
blue_offset 0.0
red_scale 1.2
green_scale 1.2
blue_scale 1.2
red_power 2.2
green_power 2.2
blue_power 2.2
red_floor 0.05
green_floor 0.05
blue_floor 0.05
red_phosphor_life 0.45
green_phosphor_life 0.45
blue_phosphor_life 0.45
yiq_enable 1
yiq_w 4.1187867
yiq_a 0.5
yiq_b 0.5
yiq_fsc 1.5
yiq_fsc_scale 1.0
yiq_phase_count 3


SNES


Quote:

hlsl_enable 1
hlslpath hlsl
shadow_mask_alpha 0.25
shadow_mask_texture aperture.png
shadow_mask_x_count 512
shadow_mask_y_count 384
shadow_mask_usize 0.125
shadow_mask_vsize 0.125
oversample_x 1.0
oversample_y 1.0
curvature 0.05
screen_scale_top 1.0
screen_scale_bottom 1.0
pincushion 0.05
scanline_alpha 0.5
scanline_size 1.0
scanline_bright_scale 1.0
scanline_bright_offset 0.7
scanline_jitter 0.0
defocus_x 0.0
defocus_y 0.0
red_converge_x 0.0
red_converge_y 0.0
green_converge_x 0.0
green_converge_y 0.0
blue_converge_x 0.0
blue_converge_y 0.0
red_radial_converge_x 0.0
red_radial_converge_y 0.0
green_radial_converge_x 0.0
green_radial_converge_y 0.0
blue_radial_converge_x 0.0
blue_radial_converge_y 0.0
red_from_r 0.95
red_from_g 0.05
red_from_b 0.0
green_from_r 0.0
green_from_g 0.95
green_from_b 0.05
blue_from_r 0.05
blue_from_g 0.0
blue_from_b 0.95
saturation 1.5
red_offset 0.0
green_offset 0.0
blue_offset 0.0
red_scale 1.2
green_scale 1.2
blue_scale 1.2
red_power 2.2
green_power 2.2
blue_power 2.2
red_floor 0.05
green_floor 0.05
blue_floor 0.05
red_phosphor_life 0.45
green_phosphor_life 0.45
blue_phosphor_life 0.45
yiq_enable 1
yiq_w 4.1187867
yiq_a 0.5
yiq_b 0.5
yiq_fsc 1.5
yiq_fsc_scale 1.0
yiq_phase_count 3


Genesis


Quote:

hlsl_enable 1
hlslpath hlsl
shadow_mask_alpha 0.25
shadow_mask_texture aperture.png
shadow_mask_x_count 512
shadow_mask_y_count 384
shadow_mask_usize 0.125
shadow_mask_vsize 0.125
oversample_x 1.0
oversample_y 1.0
curvature 0.05
screen_scale_top 1.0
screen_scale_bottom 1.0
pincushion 0.05
scanline_alpha 0.5
scanline_size 1.0
scanline_bright_scale 1.0
scanline_bright_offset 0.7
scanline_jitter 0.0
defocus_x 0.0
defocus_y 0.0
red_converge_x 0.0
red_converge_y 0.0
green_converge_x 0.0
green_converge_y 0.0
blue_converge_x 0.0
blue_converge_y 0.0
red_radial_converge_x 0.0
red_radial_converge_y 0.0
green_radial_converge_x 0.0
green_radial_converge_y 0.0
blue_radial_converge_x 0.0
blue_radial_converge_y 0.0
red_from_r 1.0
red_from_g 0.0
red_from_b 0.0
green_from_r 0.0
green_from_g 1.0
green_from_b 0.0
blue_from_r 0.0
blue_from_g 0.0
blue_from_b 1.0
saturation 1.5
red_offset 0.0
green_offset 0.0
blue_offset 0.0
red_scale 1.2
green_scale 1.2
blue_scale 1.2
red_power 2.2
green_power 2.2
blue_power 2.2
red_floor 0.05
green_floor 0.05
blue_floor 0.05
red_phosphor_life 0.45
green_phosphor_life 0.45
blue_phosphor_life 0.45
yiq_enable 1
yiq_w 3.1415926535897932384626433832795
yiq_a 0.0
yiq_b 0.5
yiq_fsc 1.875
yiq_fsc_scale 1.0
yiq_phase_count 2


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#69834 - 05/25/11 12:00 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Just Desserts Offline
Very Senior Member

Registered: 05/23/09
Posts: 1243
Arcade, Ideal



Quote:

hlsl_enable 1
hlslpath hlsl
shadow_mask_alpha 0.1
shadow_mask_texture aperture.png
shadow_mask_x_count 512
shadow_mask_y_count 384
shadow_mask_usize 0.125
shadow_mask_vsize 0.125
oversample_x 1.0
oversample_y 1.0
curvature 0.05
screen_scale_top 1.0
screen_scale_bottom 1.0
pincushion 0.05
scanline_alpha 0.5
scanline_size 1.0
scanline_bright_scale 1.0
scanline_bright_offset 0.7
scanline_jitter 0.0
defocus_x 0.0
defocus_y 0.0
red_converge_x 0.0
red_converge_y 0.0
green_converge_x 0.0
green_converge_y 0.0
blue_converge_x 0.0
blue_converge_y 0.0
red_radial_converge_x 0.0
red_radial_converge_y 0.0
green_radial_converge_x 0.0
green_radial_converge_y 0.0
blue_radial_converge_x 0.0
blue_radial_converge_y 0.0
red_from_r 1.0
red_from_g 0.0
red_from_b 0.0
green_from_r 0.0
green_from_g 1.0
green_from_b 0.0
blue_from_r 0.0
blue_from_g 0.0
blue_from_b 1.0
saturation 1.5
red_offset 0.0
green_offset 0.0
blue_offset 0.0
red_scale 1.1
green_scale 1.1
blue_scale 1.1
red_power 2.2
green_power 2.2
blue_power 2.2
red_floor 0.05
green_floor 0.05
blue_floor 0.05
red_phosphor_life 0.45
green_phosphor_life 0.45
blue_phosphor_life 0.45
yiq_enable 0
yiq_w 4.1887902047863909846168578443727
yiq_a 0.5
yiq_b 0.5
yiq_fsc 1.5
yiq_fsc_scale 0.5
yiq_phase_count 2

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#69835 - 05/25/11 02:29 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Justin Offline
Very Senior Member

Registered: 12/15/99
Posts: 1097
Loc: Vancouver Island, BC, Canada
Once the dust has settled a bit you should add these to the wiki smile

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#69839 - 05/25/11 04:16 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
B2K24 Online   happy
Senior Member

Registered: 04/02/11
Posts: 173
WOW, I'm so glad I stopped in to shop laugh
Perfect it is grin

Here is results running mslug
with nvidia GTX 480 and Samsung WS LCD 20"


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#69841 - 05/25/11 04:29 AM Re: SHADER PRESET ONE-STOP SHOP [Re: B2K24]
Just Desserts Offline
Very Senior Member

Registered: 05/23/09
Posts: 1243
You know, officially including GPL-derived shaders with MESS or MAME would violate said license.

...Nobody says you can't post 'em separately!

Drop this over top of deconverge.fx in order to lose convergence but gain (ugh) HQ2x:

Code:
//-----------------------------------------------------------------------------
// HQ2x Effect
//-----------------------------------------------------------------------------

texture Diffuse;

sampler DiffuseSampler = sampler_state
{
	Texture   = <Diffuse>;
	MipFilter = LINEAR;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	AddressU = CLAMP;
	AddressV = CLAMP;
	AddressW = CLAMP;
};

//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------

struct VS_OUTPUT
{
	float4 Position : POSITION;
	float2 TexCoord : TEXCOORD0;
	float4 TexPair0 : TEXCOORD1;
	float4 TexPair1 : TEXCOORD2;
	float4 TexPair2 : TEXCOORD3;
	float4 TexPair3 : TEXCOORD4;
};

struct VS_INPUT
{
	float4 Position : POSITION;
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
};

struct PS_INPUT
{
	float2 TexCoord : TEXCOORD0;
	float4 TexPair0 : TEXCOORD1;
	float4 TexPair1 : TEXCOORD2;
	float4 TexPair2 : TEXCOORD3;
	float4 TexPair3 : TEXCOORD4;
};

//-----------------------------------------------------------------------------
// HQ2x Vertex Shader
//-----------------------------------------------------------------------------

float TargetWidth;
float TargetHeight;

float RawWidth;
float RawHeight;

VS_OUTPUT vs_main(VS_INPUT Input)
{
	VS_OUTPUT Output = (VS_OUTPUT)0;
	
	Output.Position = float4(Input.Position.xyz, 1.0f);
	Output.Position.x /= TargetWidth;
	Output.Position.y /= TargetHeight;
	Output.Position.y = 1.0f - Output.Position.y;
	Output.Position.x -= 0.5f;
	Output.Position.y -= 0.5f;
	Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);

	float2 DownRight = float2(0.5f / RawWidth, 0.5f / RawHeight);
	float2 DownLeft = DownRight * float2(-1.0f, 1.0f);
	float2 PixWidth = float2(DownRight.x, 0.0f);
	float2 PixHeight = float2(0.0f, DownRight.y);

	Output.TexCoord = Input.TexCoord;
	Output.TexPair0.xy = Input.TexCoord - DownRight;
	Output.TexPair0.zw = Input.TexCoord - PixHeight;
	Output.TexPair1.xy = Input.TexCoord - DownLeft;
	Output.TexPair1.zw = Input.TexCoord + PixWidth;
	Output.TexPair2.xy = Input.TexCoord + DownRight;
	Output.TexPair2.zw = Input.TexCoord + PixHeight;
	Output.TexPair3.xy = Input.TexCoord + DownLeft;
	Output.TexPair3.zw = Input.TexCoord - PixWidth;
	
	return Output;
}

//-----------------------------------------------------------------------------
// Deconvergence Pixel Shader
//-----------------------------------------------------------------------------

const float SmoothWeight = 0.325f;
const float MaxWeight = 0.25f;
const float MinWeight = -0.05f;

const float WeightDelta = -0.25f;

const float LumaOffset = 0.25f;

float4 ps_main(PS_INPUT Input) : COLOR
{
	float3 UL = tex2D(DiffuseSampler, Input.TexPair0.xy);
	float3 UU = tex2D(DiffuseSampler, Input.TexPair0.zw);
	float3 UR = tex2D(DiffuseSampler, Input.TexPair1.xy);
	float3 LL = tex2D(DiffuseSampler, Input.TexPair3.zw);
	float3 CC = tex2D(DiffuseSampler, Input.TexCoord);
	float3 RR = tex2D(DiffuseSampler, Input.TexPair1.zw);
	float3 BL = tex2D(DiffuseSampler, Input.TexPair3.xy);
	float3 BB = tex2D(DiffuseSampler, Input.TexPair2.zw);
	float3 BR = tex2D(DiffuseSampler, Input.TexPair2.xy);
	
	float3 DotSummer = float3(1.0f, 1.0f, 1.0f);
	
	float Mid1 = dot(abs(UL - BR), DotSummer);
	float Mid2 = dot(abs(UR - BL), DotSummer);
	
	float Weight1 = dot(abs(BR - CC), DotSummer) * Mid2;
	float Weight2 = dot(abs(BL - CC), DotSummer) * Mid1;
	float Weight3 = dot(abs(UL - CC), DotSummer) * Mid2;
	float Weight4 = dot(abs(UR - CC), DotSummer) * Mid1;
	
	float Cross1 = Weight1 + Weight3;
	float Cross2 = Weight2 + Weight4;
	
	float Weight = max(Cross1, Cross2) + 0.0001f;
	
	CC = (Weight1 * UL + Weight2 * UR + Weight3 * BR + Weight4 * BL + Weight * CC) / (Cross1 + Cross2 + Weight);
	
	float RecipCenter1 = WeightDelta / (0.12f * dot(UU + CC + BB, DotSummer) + LumaOffset);
	float RecipCenter2 = WeightDelta / (0.12f * dot(LL + CC + RR, DotSummer) + LumaOffset);
	
	Weight1 = clamp(RecipCenter1 * dot(abs(CC - UU), DotSummer) + SmoothWeight, MinWeight, MaxWeight);
	Weight2 = clamp(RecipCenter2 * dot(abs(CC - RR), DotSummer) + SmoothWeight, MinWeight, MaxWeight);
	Weight3 = clamp(RecipCenter1 * dot(abs(CC - BB), DotSummer) + SmoothWeight, MinWeight, MaxWeight);
	Weight4 = clamp(RecipCenter2 * dot(abs(CC - LL), DotSummer) + SmoothWeight, MinWeight, MaxWeight);
	
	float3 OutColor = Weight1 * UU + Weight2 * RR + Weight3 * BB + Weight4 * LL + (1.0f - Weight1 - Weight2 - Weight3 - Weight4) * CC;

	return float4(OutColor, 1.0f);
}

//-----------------------------------------------------------------------------
// HQ2x Effect
//-----------------------------------------------------------------------------

technique DeconvergeTechnique
{
	pass Pass0
	{
		Lighting = FALSE;

		VertexShader = compile vs_3_0 vs_main();
		PixelShader  = compile ps_3_0 ps_main();
	}
}


(click for big)

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#69843 - 05/25/11 05:48 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Just Desserts Offline
Very Senior Member

Registered: 05/23/09
Posts: 1243
Scale2x, same dance, copy over top of deconverge.fx:

Code:
//-----------------------------------------------------------------------------
// Scale2x Effect
//-----------------------------------------------------------------------------

texture Diffuse;

sampler DiffuseSampler = sampler_state
{
	Texture   = <Diffuse>;
	MipFilter = POINT;
	MinFilter = POINT;
	MagFilter = POINT;
	AddressU = CLAMP;
	AddressV = CLAMP;
	AddressW = CLAMP;
};

//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------

struct VS_OUTPUT
{
	float4 Position : POSITION;
	float2 TexCoord : TEXCOORD0;
	float2 LeftCoord : TEXCOORD1;
	float2 RightCoord : TEXCOORD2;
	float2 TopCoord : TEXCOORD3;
	float2 BottomCoord : TEXCOORD4;
};

struct VS_INPUT
{
	float4 Position : POSITION;
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
};

struct PS_INPUT
{
	float2 TexCoord : TEXCOORD0;
	float2 LeftCoord : TEXCOORD1;
	float2 RightCoord : TEXCOORD2;
	float2 TopCoord : TEXCOORD3;
	float2 BottomCoord : TEXCOORD4;
};

//-----------------------------------------------------------------------------
// Scale2x Vertex Shader
//-----------------------------------------------------------------------------

float TargetWidth;
float TargetHeight;

float RawWidth;
float RawHeight;

VS_OUTPUT vs_main(VS_INPUT Input)
{
	VS_OUTPUT Output = (VS_OUTPUT)0;
	
	Output.Position = float4(Input.Position.xyz, 1.0f);
	Output.Position.x /= TargetWidth;
	Output.Position.y /= TargetHeight;
	Output.Position.y = 1.0f - Output.Position.y;
	Output.Position.x -= 0.5f;
	Output.Position.y -= 0.5f;
	Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);

	float2 PixWidth = float2(1.0f / RawWidth, 0.0f);
	float2 PixHeight = float2(0.0f, 1.0f / RawHeight);

	Output.TexCoord = Input.TexCoord;
	Output.LeftCoord = Input.TexCoord - PixWidth;
	Output.RightCoord = Input.TexCoord + PixWidth;
	Output.TopCoord = Input.TexCoord - PixHeight;
	Output.BottomCoord = Input.TexCoord + PixHeight;

	return Output;
}

//-----------------------------------------------------------------------------
// Scale2x Pixel Shader
//-----------------------------------------------------------------------------

float4 ps_main(PS_INPUT Input) : COLOR
{
	float4 Center = tex2D(DiffuseSampler, Input.TexCoord);
	float4 Left = tex2D(DiffuseSampler, Input.LeftCoord);
	float4 Right = tex2D(DiffuseSampler, Input.RightCoord);
	float4 Up = tex2D(DiffuseSampler, Input.TopCoord);
	float4 Bottom = tex2D(DiffuseSampler, Input.BottomCoord);

	float2 PixelSize = frac(Input.TexCoord * float2(RawWidth, RawHeight));
	
	// Split along the texel centerpoint
	if(PixelSize.y >= 0.5f)
	{
		float4 swap = Up;
		Up = Bottom;
		Bottom = swap;
	}
	
	if(PixelSize.x >= 0.5f)
	{
		float4 swap = Left;
		Left = Right;
		Right = swap;
	}
	
	float Match1 = Up == Left;
	float Match2 = Up != Right;
	float Match3 = Left != Bottom;
	
	if(Match1 && Match2 && Match3)
	{
		Center = Left;
	}

	return Center;
}

//-----------------------------------------------------------------------------
// Scale2x Effect
//-----------------------------------------------------------------------------

technique DeconvergeTechnique
{
	pass Pass0
	{
		Lighting = FALSE;

		VertexShader = compile vs_3_0 vs_main();
		PixelShader  = compile ps_3_0 ps_main();
	}
}


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#69846 - 05/25/11 12:58 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
MilliGoodz Offline
Member

Registered: 05/25/11
Posts: 10
Many thanks for all the hard work. HLSL is definitely godsend for all of us LCD users. I never thought it would be possible to simulate CRT phosphor bleed and glow. It looks amazing and brings life to good ol' games that we all grew up with.

I would really appreciate if someone could post the code for "Scale3x".

PS. After overwriting and pasting the code to "deconverge.fx" will it be auto enabled when hlsl_enable is 1 or will it only be enabled through the converge settings (as seen below)?

red/green/blue_converge_x ,/y | red/green/blue_radial_converge_x/y


Thanks in advance.


Edited by MilliGoodz (05/25/11 12:59 PM)

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#69857 - 05/25/11 05:28 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Lord Nightmare Offline
Senior Member

Registered: 03/16/06
Posts: 607
Loc: PA, USA
_________________________
"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"

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#69859 - 05/25/11 06:32 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Lord Nightmare]
MilliGoodz Offline
Member

Registered: 05/25/11
Posts: 10
Thanks for the info Lord Nightmare but unfortunately I cannot use that. I'm looking for the GPL-derived shaders of the scale3x algorithm.

PS. I'm still not able to use the scale2x shader posted above even after replacing deconverge.fx with the code. The video output sure looks slightly sharper but the filter still looks disabled when it comes to pixel-edge enhancement when I compare it with scale2x in for exampe MamePlus for the same game.


Here are my D3D PP options and I'm not sure why scale2x is still inactive even after I've updated the deconverge.fx.
I would appreciate any help to solve this. Cheers
Code:
 #
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable 			  	1
hlslpath 					hlsl
shadow_mask_alpha 			0.1
shadow_mask_texture 		aperture.png
shadow_mask_x_count 		1440
shadow_mask_y_count 		900
shadow_mask_usize 			0.125
shadow_mask_vsize 			0.125
oversample_x 				1.0
oversample_y 				1.0
curvature 					0.05
screen_scale_top 			1.0
screen_scale_bottom 		1.0
pincushion 					0.0
scanline_alpha 				0.5
scanline_size 				1.6
scanline_bright_scale 		1.1
scanline_bright_offset 		0.7
scanline_jitter 			0.0
defocus_x 					0.15
defocus_y 					0.15
red_converge_x 				0.0
red_converge_y 				0.0
green_converge_x 			0.0
green_converge_y 			0.0
blue_converge_x 			0.0
blue_converge_y 			0.0
red_radial_converge_x 		0.0
red_radial_converge_y 		0.0
green_radial_converge_x 	0.0
green_radial_converge_y 	0.0
blue_radial_converge_x 		0.0
blue_radial_converge_y 		0.0
red_from_r 					1.0
red_from_g 					0.0
red_from_b 					0.0
green_from_r 				0.0
green_from_g 				1.0
green_from_b 				0.0
blue_from_r 				0.0
blue_from_g 				0.0
blue_from_b 				1.0
saturation 					0.70
red_offset 					0.0
green_offset 				0.0
blue_offset 				0.0
red_scale 					1.0
green_scale					1.0
blue_scale 					1.0
red_power 					1.6
green_power 				1.6
blue_power 					1.6
red_floor 					0.05
green_floor 				0.05
blue_floor 					0.05
red_phosphor_life 			0.50
green_phosphor_life 		0.50
blue_phosphor_life 			0.50
yiq_enable 					0
yiq_w 						4.1887902047863909846168578443727
yiq_a 						0.5
yiq_b 						0.5
yiq_fsc 					1.5
yiq_fsc_scale 				0.5
yiq_phase_count 			2

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#69861 - 05/25/11 07:12 PM Re: SHADER PRESET ONE-STOP SHOP [Re: MilliGoodz]
Just Desserts Offline
Very Senior Member

Registered: 05/23/09
Posts: 1243
I don't have a solution immediately offhand, but it looks like you set shadow_mask_x_count and shadow_mask_y_count to be the number of visible pixels in your display. It should be the number of visible dots in the original display's shadow mask, and I'm not sure that any CRTs were ever made that have a 1440x900 shadow mask. Typically they were in the neighborhood of 512x384 to 640x480, and due to the way the shader works it's more likely to look better at 512x384.

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#69864 - 05/25/11 07:57 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
MilliGoodz Offline
Member

Registered: 05/25/11
Posts: 10
Greetings Just Desserts and thanks for the reply.

The only reason I increased the shadow_mask_x/y_count was to eliminate the circular moiré pattern as seen below in the screenshot. I highlighted some parts of it to show it better, but the downsampled jpg does not do it justice. The pattern is much more obvious in-game when everything moves since the pattern is static. I'm not sure if there are any other proper way around this than increasing the shadow_mask_x/y_count to the LCD's native resolution. Cheers

Loading image:

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#69866 - 05/25/11 08:32 PM Re: SHADER PRESET ONE-STOP SHOP [Re: MilliGoodz]
Just Desserts Offline
Very Senior Member

Registered: 05/23/09
Posts: 1243
Perhaps, but if you increase the count to the LCD's native resolution, then you're effectively just turning off the functionality and darkening the screen. smile

This is not accurate to the arcade in any way, since monitors always had a fixed-size shadow mask, but to get the "best of both worlds", select an X and Y count that's an exact multiple of the arcade game's resolution. For example, if the game was (hypothetically) 512x384, try a shadow mask of either 512x384 or 1024x768.

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#69867 - 05/25/11 08:54 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
MilliGoodz Offline
Member

Registered: 05/25/11
Posts: 10
Thanks for the reply and information about the shadow mask.

I'm not sure if it is OK to use/define the previous old MAME overlay effect png's with HLSL. (it didnt' came any new overlays with the hlsl directory).

In the screenshot above I had used "aperture1x2rb.png" as my as my shadow_mask_texture. When I completely disable shadow_mask_texture and only use scanlines the circular moiré disappears.

Also it looks much better and cleaner when I don't use the bezel. I suspect that it might be the issue since I'm using a default bezel for all my 4:3 and vertical games when displayed on my 16:9 & 16:10 LCD's.

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#69868 - 05/25/11 09:29 PM Re: SHADER PRESET ONE-STOP SHOP [Re: MilliGoodz]
Just Desserts Offline
Very Senior Member

Registered: 05/23/09
Posts: 1243
Yes, that would definitely be a problem - I just realized that the latest MAME release probably failed to include the aperture.png that I checked into the artwork directory.

If your version of MAME didn't originally come with aperture.png, then you now likely have the incorrect one, and you can download the right one here: http://icips.us/emulation/crt/aperture.png

Please spread the above message on MAMEWorld as well, since I get the feeling people have not been using any shadow mask because it wasn't included. God damn it.

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#69869 - 05/25/11 09:51 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
MilliGoodz Offline
Member

Registered: 05/25/11
Posts: 10
Many thanks, problem finally solved smile. I compiled my own mame build and it completley lacked the artwork directory and the correct shadow mask but the hlsl files/directory were included in the diff.

I'm sure all these minor issues will be solved for the next big official 0.143 build.

I just have to say wow, with correct shadowmask it just looks amazing smile. Many thanks for all the hard work it is indeed much appreciated.

Tafoid just posted a HLSL MiniFAQ in the mameworld forums and it will be a perfect place to attach and add the info about the shadow mask for those that are missing it. I'll send him a PM.

Cheers

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#69871 - 05/25/11 11:56 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Reznor007 Offline
Member

Registered: 07/27/01
Posts: 90
Loc: Norman, OK, USA
Here's a preset I've been messing with. It's very close to an old Wells Gardner K7000 from an original MK2 cabinet I used to do service on. It's not perfect, but it's totally believable.

(edited for better screenshot)


Code:
hlsl_enable               1
hlslpath                  hlsl
shadow_mask_alpha         0.2
shadow_mask_texture       aperture.png
shadow_mask_x_count       399
shadow_mask_y_count       253
shadow_mask_usize         0.09375
shadow_mask_vsize         0.09375
oversample_x              4.0
oversample_y              4.0
curvature                 0.0
screen_scale_top          1.0
screen_scale_bottom       1.0
pincushion                0.0
scanline_alpha            0.6
scanline_size             1.0
scanline_bright_scale     1.0
scanline_bright_offset    0.6
scanline_jitter           0.0
defocus_x                 0.0
defocus_y                 0.0
red_converge_x            0.0
red_converge_y            0.0
green_converge_x          0.0
green_converge_y          0.0
blue_converge_x           0.0
blue_converge_y           0.0
red_radial_converge_x     0.0
red_radial_converge_y     0.0
green_radial_converge_x   0.0
green_radial_converge_y   0.0
blue_radial_converge_x    0.0
blue_radial_converge_y    0.0
red_from_r                1.0
red_from_g                0.0
red_from_b                0.0
green_from_r              0.0
green_from_g              1.0
green_from_b              0.0
blue_from_r               0.0
blue_from_g               0.0
blue_from_b               1.0
saturation                1.2
red_offset                0.0
green_offset              0.0
blue_offset               0.0
red_scale                 1.0
green_scale               1.0
blue_scale                1.0
red_power                 2.2
green_power               2.2
blue_power                2.2
red_floor                 0.02
green_floor               0.02
blue_floor                0.02
red_phosphor_life         0.4
green_phosphor_life       0.4
blue_phosphor_life        0.4
yiq_enable                0
yiq_w                     4.1187867
yiq_a                     0.5
yiq_b                     0.5
yiq_fsc                   1.5
yiq_fsc_scale             1.0
yiq_phase_count           2


Edited by Reznor007 (05/26/11 12:29 AM)

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#69872 - 05/26/11 12:57 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Reznor007]
Just Desserts Offline
Very Senior Member

Registered: 05/23/09
Posts: 1243
4x oversampling?! You must have a BEASTLY graphics card! My 5970 starts choking at around 3.5!

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#69873 - 05/26/11 01:01 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Reznor007 Offline
Member

Registered: 07/27/01
Posts: 90
Loc: Norman, OK, USA
Radeon HD6950 2GB with a 40MHz overclock. I tried 5x and it totally chokes on that though.

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#69874 - 05/26/11 01:02 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
John IV Offline
Member

Registered: 09/26/08
Posts: 61
Loc: WA, USA
What does the oversampling get you visually again?

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#69875 - 05/26/11 01:59 AM Re: SHADER PRESET ONE-STOP SHOP [Re: John IV]
Just Desserts Offline
Very Senior Member

Registered: 05/23/09
Posts: 1243
As oversampling goes up, moiré tends to go down.

EDIT: Another tip to improve moiré without sacrificing either shadow masks entirely, or shadow masks' mathematical accuracy by changing the dot count: Turn scanlines down a bit further and run in a window that's an even multiple of the dot count.

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#69876 - 05/26/11 02:21 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Reznor007 Offline
Member

Registered: 07/27/01
Posts: 90
Loc: Norman, OK, USA
Another thing that helps if you get horizontal banding, is to adjust scanline size.

This preset looks very similar to a Virtua Racing twin setup at the arcade I used to work at. Works perfect with Model1-3 in MAME. This looks great at a fullscreen res of 1920x1080, but if you swap to windowed mode the banding looks kinda bad.

Code:
hlsl_enable               1
hlslpath                  hlsl
shadow_mask_alpha         0.2
shadow_mask_texture       aperture.png
shadow_mask_x_count       496
shadow_mask_y_count       384
shadow_mask_usize         0.09375
shadow_mask_vsize         0.09375
oversample_x              4.0
oversample_y              4.0
curvature                 0.0
screen_scale_top          1.0
screen_scale_bottom       1.0
pincushion                0.0
scanline_alpha            0.6
scanline_size             0.7
scanline_bright_scale     1.0
scanline_bright_offset    0.6
scanline_jitter           0.0
defocus_x                 0.0
defocus_y                 0.0
red_converge_x            0.0
red_converge_y            0.0
green_converge_x          0.0
green_converge_y          0.0
blue_converge_x           0.0
blue_converge_y           0.0
red_radial_converge_x     0.0
red_radial_converge_y     0.0
green_radial_converge_x   0.0
green_radial_converge_y   0.0
blue_radial_converge_x    0.0
blue_radial_converge_y    0.0
red_from_r                1.0
red_from_g                0.0
red_from_b                0.0
green_from_r              0.0
green_from_g              1.0
green_from_b              0.0
blue_from_r               0.0
blue_from_g               0.0
blue_from_b               1.0
saturation                1.2
red_offset                0.0
green_offset              0.0
blue_offset               0.0
red_scale                 1.0
green_scale               1.0
blue_scale                1.0
red_power                 2.2
green_power               2.2
blue_power                2.2
red_floor                 0.02
green_floor               0.02
blue_floor                0.02
red_phosphor_life         0.4
green_phosphor_life       0.4
blue_phosphor_life        0.4
yiq_enable                0
yiq_w                     4.1187867
yiq_a                     0.5
yiq_b                     0.5
yiq_fsc                   1.5
yiq_fsc_scale             1.0
yiq_phase_count           2

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#69877 - 05/26/11 04:10 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Kaylee Offline
Senior Member

Registered: 08/29/09
Posts: 654
Here is a preset for the AT driver in mess
Code:
hlsl_enable               1
hlslpath                  hlsl
shadow_mask_alpha         0.0
shadow_mask_texture       aperture.png
shadow_mask_x_count       640
shadow_mask_y_count       480
shadow_mask_usize         0.1875
shadow_mask_vsize         0.1875
oversample_x              1.0
oversample_y              1.0
curvature                 0.0
screen_scale_top          1.0
screen_scale_bottom       1.0
pincushion                0.0
scanline_alpha            1.0
scanline_size             0.8
scanline_bright_scale     1.0
scanline_bright_offset    0.25
scanline_jitter           0.0
defocus_x                 0.0
defocus_y                 0.0
red_converge_x            0.0
red_converge_y            0.0
green_converge_x          0.0
green_converge_y          0.0
blue_converge_x           0.0
blue_converge_y           0.0
red_radial_converge_x     0.0
red_radial_converge_y     0.0
green_radial_converge_x   0.0
green_radial_converge_y   0.0
blue_radial_converge_x    0.0
blue_radial_converge_y    0.0
red_from_r                -0.45
red_from_g                -0.825
red_from_b                1.075
green_from_r              -2.0
green_from_g              0.0
green_from_b              0.0
blue_from_r               -1.0
blue_from_g               -0.025
blue_from_b               1.025
saturation                1.0
red_offset                0.0
green_offset              0.0
blue_offset               0.0
red_scale                 1.0
green_scale               1.0
blue_scale                1.0
red_power                 1.0
green_power               1.0
blue_power                1.0
red_floor                 0.0
green_floor               0.0
blue_floor                0.0
red_phosphor_life         0.0
green_phosphor_life       0.0
blue_phosphor_life        0.0
yiq_enable                0
yiq_w                     4.1187867
yiq_a                     0.5
yiq_b                     0.5
yiq_fsc                   1.5
yiq_fsc_scale             1.0
yiq_phase_count           2

produces a green


EDIT: Redid it now looks way better


Edited by Kaylee (05/26/11 08:15 AM)

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#69878 - 05/26/11 04:59 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Anna Wu Offline
Very Senior Member

Registered: 07/28/07
Posts: 3939
Looks like a hercules graphic with green screen. smile
How about amber ?
_________________________
Anna's Playground for QMC2

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#69879 - 05/26/11 06:30 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Anna Wu]
Kaylee Offline
Senior Member

Registered: 08/29/09
Posts: 654
I'm trying to get the correct amber color

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#69880 - 05/26/11 07:45 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Kaylee]
Lord Nightmare Offline
Senior Member

Registered: 03/16/06
Posts: 607
Loc: PA, USA
http://www.vintage-computer.com/images/ibmpcportscreen.jpg
For ibm 5155:
BG (when frontlit only, otherwise appears as nearly black):
783f45 or so (120, 63, 69 in 0-255 range for r,g,b; set the 'floor values' of rgb to this)
FG (the text color):
ffc62f (255, 198, 45)
Yes, this means the text actually has LESS blue than the background! adjust matrix accordingly, unless you're using a black bg.

LN
_________________________
"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"

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#69882 - 05/26/11 08:14 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Kaylee Offline
Senior Member

Registered: 08/29/09
Posts: 654
The Amber screen. (Finally Nailed it.)

Code:
hlsl_enable               1
hlslpath                  hlsl
shadow_mask_alpha         0.0
shadow_mask_texture       aperture.png
shadow_mask_x_count       640
shadow_mask_y_count       480
shadow_mask_usize         0.1875
shadow_mask_vsize         0.1875
oversample_x              1.0
oversample_y              1.0
curvature                 0.0
screen_scale_top          1.0
screen_scale_bottom       1.0
pincushion                0.0
scanline_alpha            1.0
scanline_size             0.8
scanline_bright_scale     1.0
scanline_bright_offset    0.5
scanline_jitter           0.0
defocus_x                 0.0
defocus_y                 0.0
red_converge_x            0.0
red_converge_y            0.0
green_converge_x          0.0
green_converge_y          0.0
blue_converge_x           0.0
blue_converge_y           0.0
red_radial_converge_x     0.0
red_radial_converge_y     0.0
green_radial_converge_x   0.0
green_radial_converge_y   0.0
blue_radial_converge_x    0.0
blue_radial_converge_y    0.0
red_from_r                1.05
red_from_g                -0.425
red_from_b                1.3
green_from_r              1.6
green_from_g              -0.475
green_from_b              -0.35
blue_from_r               -0.950
blue_from_g               0.05
blue_from_b               1.05
saturation                1.0
red_offset                0.0
green_offset              0.0
blue_offset               0.0
red_scale                 1.0
green_scale               1.0
blue_scale                1.0
red_power                 1.0
green_power               1.0
blue_power                1.0
red_floor                 0.0
green_floor               0.0
blue_floor                0.0
red_phosphor_life         0.5
green_phosphor_life       0.5
blue_phosphor_life        0.5
yiq_enable                0
yiq_w                     4.1187867
yiq_a                     0.5
yiq_b                     0.5
yiq_fsc                   1.5
yiq_fsc_scale             1.0
yiq_phase_count           2



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#69884 - 05/26/11 08:57 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Anna Wu Offline
Very Senior Member

Registered: 07/28/07
Posts: 3939
Thanks Kaylee. smile
_________________________
Anna's Playground for QMC2

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#69937 - 05/27/11 11:50 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Anna Wu]
Just Desserts Offline
Very Senior Member

Registered: 05/23/09
Posts: 1243
Anyone who felt that the scanlines and shadow mask seeemed a bit "off" was right - the scanlines did not line up to the individual pixels. Additionally, I was bilinear filtering the texture during multiple stages rather than point sampling until the last possible moment. Sync up to the MESS SVN tree and copy the shaders into your MAME hlsl directory for goodness.

The upshot of this is that you can really crank the shadow mask and scanline settings without inducing anywhere near as much rainbow moiré as before.

Don't believe me? Here's a before (left) and after (right) with the same settings, no oversampling, no prescale, full alpha on scanlines and shadow mask: http://icips.us/emulation/crt/scanmask_before_after.png

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#70523 - 06/07/11 07:08 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Envisaged0ne Offline
Member

Registered: 11/21/09
Posts: 27
Anyone have any good hlsl settings for the new u5 version? The old ones make the colors all out of whack. For the atari 2600, 5200 & 7800 anyway. Haven't tried it on other systems yet.

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#73239 - 09/14/11 06:41 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Envisaged0ne]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Can anyone recommended hlsl settings for Mame 143u5?

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#73240 - 09/14/11 06:45 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
judge Offline
Very Senior Member

Registered: 04/13/04
Posts: 1438
For the a2600 we may need to remove the blurring code from the tia before it'd work ok with hlsl.

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#73243 - 09/14/11 07:58 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Hunk]
B2K24 Online   happy
Senior Member

Registered: 04/02/11
Posts: 173
Originally Posted By: Hunk
Can anyone recommended hlsl settings for Mame 143u5?


Here's what I'm currently using for MAME games and some console systems in MESS. It's far from perfect, but if you have nothing than consider it a good template to start from.

http://pastebin.com/mCMviXmq

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#73253 - 09/14/11 11:01 PM Re: SHADER PRESET ONE-STOP SHOP [Re: B2K24]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Cool, thanks man! I'll give it a try smile

*edit* Just tried it and Mame stops responding with a black screen.


Edited by Hunk (09/14/11 11:04 PM)

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#73255 - 09/14/11 11:56 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
John IV Offline
Member

Registered: 09/26/08
Posts: 61
Loc: WA, USA
HLSL doesn't like multi-res games if you're trying it on one of those.

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#73258 - 09/15/11 02:02 AM Re: SHADER PRESET ONE-STOP SHOP [Re: John IV]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
I'm not sure. I was trying the first Mortal Kombat (all the revisions in Mame) and each one had a black a screen. Mortal Kombat II seemed to run without issues. Someone mentioned u5 had a bug or something that made some games have a black screen.

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#73259 - 09/15/11 03:08 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
John IV Offline
Member

Registered: 09/26/08
Posts: 61
Loc: WA, USA
Yes, MKs also have issues.

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#73261 - 09/15/11 03:43 AM Re: SHADER PRESET ONE-STOP SHOP [Re: John IV]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Aw, really? That sucks. At least MK II and UMK3 seemed to work for me. I'm sure this will get fixed in upcoming releases since hlsl is still pretty young.

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#73262 - 09/15/11 05:29 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
B2K24 Online   happy
Senior Member

Registered: 04/02/11
Posts: 173
you need to rollback to u4 for playing those games as something is broken. Also the settings above may not even work because of things that got changed, so if you rollback try these.

http://pastebin.com/pBjgpCVw

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#73275 - 09/15/11 11:02 PM Re: SHADER PRESET ONE-STOP SHOP [Re: B2K24]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Thanks man! I'm rolling back to u4 now. hopefully this will be fixed in 144.

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#73343 - 09/21/11 02:55 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Anyone tried HLSL in U6 yet?

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#73345 - 09/21/11 03:52 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Hunk]
B2K24 Online   happy
Senior Member

Registered: 04/02/11
Posts: 173
Originally Posted By: Hunk
Anyone tried HLSL in U6 yet?

Yeah, it's the exact same as u5 it seems. Also, the whatsnew.txt for u6 didn't have a thing about any HLSL changes or fixes.

Maybe the next time around laugh

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#73347 - 09/21/11 05:57 AM Re: SHADER PRESET ONE-STOP SHOP [Re: B2K24]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Ah, dang that isn't good frown I'll keep using U4 until the next release then. Thanks! I'd love for more members to post their settings though. I guess it's still quite young laugh

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#73617 - 10/12/11 08:56 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Before I update to u7 is there anything broken hlsl wise?

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#73618 - 10/12/11 09:18 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
R. Belmont Online   content
Very Senior Member

Registered: 03/17/01
Posts: 13172
Loc: USA
Some games on some cards allegedly still have the "seam" problem, but nobody's been willing to say exactly under what circumstances they're getting it.

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#73622 - 10/13/11 03:34 AM Re: SHADER PRESET ONE-STOP SHOP [Re: R. Belmont]
cgwg Offline
Member

Registered: 07/27/07
Posts: 63
This might not be helpful since I haven't tried the HLSL features, but in my experience with "seam" problems, they tend to show up only for certain output sizes and can be found by slowly resizing the emulator window.

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#73668 - 10/14/11 08:55 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
mesk Offline
Member

Registered: 05/16/10
Posts: 44
No seam issues here wink thanks for the fix!

My cab is a i3@3.1,geforce GT 220

I have yet to see a seam issue in u7.I Have ran at least 50+ games so far today.

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#73669 - 10/14/11 09:10 PM Re: SHADER PRESET ONE-STOP SHOP [Re: mesk]
Just Desserts Offline
Very Senior Member

Registered: 05/23/09
Posts: 1243
Originally Posted By: mesk
No seam issues here wink thanks for the fix!

My cab is a i3@3.1,geforce GT 220

I have yet to see a seam issue in u7.I Have ran at least 50+ games so far today.


Awesome!

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#73674 - 10/15/11 01:07 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
kevenz Offline
Member

Registered: 10/15/11
Posts: 4
Just Desserts: Hi, I've been using the settings you posted on the first page "Arcade Ideal" and they're the best I think for mame 142u4.

Everything is so shiny and the color bleeding is quite awesome.

But these settings simply don't work with 143u7 or other 143 versions, I tried to manually copy paste each settings but the result is totally different, much more pixelated and dark.

Can you post an updated settings? I'de be more than happy smile Thanks a lot!

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#73675 - 10/15/11 01:15 AM Re: SHADER PRESET ONE-STOP SHOP [Re: kevenz]
mesk Offline
Member

Registered: 05/16/10
Posts: 44
I am using these,Kevenz.It looks really good in u7.They are not mine,they are B2K24's.
Thanks B2K24! wink

http://pastebin.com/NXgnDE7u

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#73676 - 10/15/11 01:38 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
kevenz Offline
Member

Registered: 10/15/11
Posts: 4
yup I did try those, didn't like them that much.... no offence smile

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#73687 - 10/15/11 03:22 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
kevenz Offline
Member

Registered: 10/15/11
Posts: 4
Ok after messing around with all settings one by one for 2 hours I finally made my own, it's not perfect but it's a start:
http://pastebin.com/TvRhDm7r
143u7:


Here's a picture from my previous 142u4 version:

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#73688 - 10/15/11 05:25 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
John IV Offline
Member

Registered: 09/26/08
Posts: 61
Loc: WA, USA
Looks like your pastebin'ed settings are in the prior hlsl format, remove that section from mame.ini and do a mame -cc to get the current format to something like this:
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable 1
hlslpath hlsl
hlsl_ini_read 1
hlsl_ini_write 1
hlslini foo
hlsl_prescale_x 0
hlsl_prescale_y 0
hlsl_preset -1
hlsl_write
hlsl_snap_width 1920
hlsl_snap_height 1080
shadow_mask_alpha 0.18
shadow_mask_texture aperture.png
shadow_mask_x_count 320
shadow_mask_y_count 240
shadow_mask_usize 0.09375
shadow_mask_vsize 0.109375
curvature 0.03
pincushion 0.03
scanline_alpha 0.50
scanline_size 1.0
scanline_height 0.7
scanline_bright_scale 1.0
scanline_bright_offset 0.0
scanline_jitter 0.0
defocus .5,.5
converge_x -.3,0.0,0.0
converge_y -.4,0.0,0.0
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.0,0.0,0.0
grn_ratio 0.0,1.0,0.0
blu_ratio 0.0,0.0,1.0
saturation 1.10
offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.0,1.0,1.0
floor 0.0,0.0,0.0
phosphor_life 0.0,0.0,0.0
yiq_enable 0
yiq_cc 3.59754545
yiq_a 0.5
yiq_b 0.5
yiq_o 0.0
yiq_p 1.0
yiq_n 1.0
yiq_y 6.0
yiq_i 1.2
yiq_q 0.6
yiq_scan_time 52.6
yiq_phase_count 2

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#73691 - 10/15/11 09:17 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
B2K24 Online   happy
Senior Member

Registered: 04/02/11
Posts: 173
Thanks john, for posting your settings.

I'm trying to find a fine medium between jclampy, yours, and what I used to use previously.

@mesk if your following this thread I have switched to this right now and am still tweaking ;-)
It still needs more work FYI

http://pastebin.com/7LvMa4wk

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#73696 - 10/16/11 02:57 AM Re: SHADER PRESET ONE-STOP SHOP [Re: B2K24]
jclampy Offline
Member

Registered: 10/15/11
Posts: 77
I await your screenshot B2K24 to see your progress. cool
_________________________
Read about my latest custom HLSL setup here;
http://gamingnos.blogspot.com/

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#73697 - 10/16/11 04:11 AM Re: SHADER PRESET ONE-STOP SHOP [Re: B2K24]
mesk Offline
Member

Registered: 05/16/10
Posts: 44
Thanks,I have been tweaking myself wink

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#73701 - 10/16/11 07:59 AM Re: SHADER PRESET ONE-STOP SHOP [Re: jclampy]
B2K24 Online   happy
Senior Member

Registered: 04/02/11
Posts: 173
Originally Posted By: jclampy
I await your screenshot B2K24 to see your progress. cool


Basically they are your settings with some minor changes.
I'm not sure if I'm really happy with them or not. perhaps I should just look for an Arcade monitor from somewhere.

http://dl.dropbox.com/u/10573028/mslug%20u7.png

http://pastebin.com/Kn7pmmwk

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#73703 - 10/16/11 10:03 AM Re: SHADER PRESET ONE-STOP SHOP [Re: B2K24]
jclampy Offline
Member

Registered: 10/15/11
Posts: 77
Hey B2K24,

It is looking alright.

We just got a issue with the 'shadow mask' with the HLSL filter so turning it down real weak seems to be best.

1) This will get rid of the moire (circle) pattern you have if you look on the top lefthand side of your screenshot, if you don't like that.

2) The 'hatch' pattern showing up all over the screen is tied in with how we have the 'shadow mask' settings as well.

To fix both issues you can lower the 'shadow_mask_alpha' number. Try 0.100000 or 0.050000 and see what you think in comparison.

Anything else you would like to try and change?

PS: can you open the 'artwork' file called mslug.zip and open the mslug.lay file and show me what this part looks like:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<mamelayout version="2">
<element name="bezel">
<image file="mslug_bezel.png" />
</element>
<view name="Upright_Artwork">
<screen index="0">
<bounds x="0" y="0" width="1280" height="896" />
</screen>
<bezel element="bezel">
<bounds x="0" y="0" width="1280" height="1024" />
</bezel>
</view>
</mamelayout>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I just want to check you have the resolution numbers set correctly.
<They won't look like mine because your border art is different to mine>
Cheers.

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#73712 - 10/16/11 05:45 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
B2K24 Online   happy
Senior Member

Registered: 04/02/11
Posts: 173
Thanks for the advice. I will keep messing with shadow_mask_alpha
and I notice shadow_mask_darkness also makes a significant change as well.

Don't get me wrong your settings are and look very good, but I believe they are just a bit too conservative. On some games it looks almost if HLSL is disabled. As you have already said there is no 1 master settings that can be good for all unfortunately.




mslug.lay shows this
Quote:
<mamelayout version="2">
<element name="neogeo">
<image file="ng_marq.png" />
</element>
<element name="mini">
<image file="mslug.png" />
</element>
<view name="Marquee_w_Mini">
<screen index="0">
<bounds x="0" y="1156" width="4000" height="3000" />
</screen>
<bezel element="mini">
<bounds x="3070" y="88" width="782" height="950" />
</bezel>
<bezel element="neogeo">
<bounds x="0" y="0" width="4000" height="1106" />
</bezel>
</view>
<view name="MM_Inst_Card">
<screen index="0">
<bounds x="0" y="0" width="2400" height="1800" />
</screen>
<bezel element="mini">
<bounds x="2475" y="399" width="825" height="1002" />
</bezel>
</view>
</mamelayout>

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#73724 - 10/17/11 11:39 AM Re: SHADER PRESET ONE-STOP SHOP [Re: B2K24]
jclampy Offline
Member

Registered: 10/15/11
Posts: 77
Hey B2K24,

The difference in strength of HLSL is because of the difference in resolutions that everyone uses.

It can be even more blown out of proportion when using bezel artwork.

I guess you are using the default bezel artwork / mslug.lay file that is from the Mame collection. IE: not customized by you. I will check before I calculate some new numbers for you in the morning since is getting late where I am.

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#73726 - 10/17/11 02:16 PM Re: SHADER PRESET ONE-STOP SHOP [Re: jclampy]
Dr. Spankenstein Offline
Senior Member

Registered: 09/07/09
Posts: 226
Originally Posted By: jclampy
Hey B2K24,

The difference in strength of HLSL is because of the difference in resolutions that everyone uses.

It can be even more blown out of proportion when using bezel artwork.


I probably out of my depth here but...

Can't the resolution artwork problem be overcome using:

Code:
input.TextureCoordinates.x *= ScreenDim.x / ArtworkTextureWidth;
input.TextureCoordinates.y *= ScreenDim.y / ArtworkTextureHeight;					
input.TextureCoordinates.xy = frac(input.TextureCoordinates.xy);


As long as you set it to Clamp mode it shouldn't matter what resolution you are running at. They overlay will always be the same pixel size.

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#73810 - 10/23/11 02:26 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Anyone want to share more of their settings for U7? smile

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#73822 - 10/23/11 09:42 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
mesk Offline
Member

Registered: 05/16/10
Posts: 44
@ Hunk you mean u8,dont you? wink

anyways here is what im using at the moment.these are based off of jclampy's,with some personal tweaks.So thanks to jclampy,and his anal settings wink
These are however,a WIP and im always tweaking them.But these right here I could live with,but I wont smile

hlsl_enable 1
hlslpath hlsl
hlsl_ini_read 0
hlsl_ini_write 0
hlslini %g
hlsl_prescale_x 2
hlsl_prescale_y 2
hlsl_preset -1
hlsl_write 0
hlsl_snap_width 1920
hlsl_snap_height 1080
shadow_mask_alpha 0.090000
shadow_mask_texture aperture.png
shadow_mask_x_count 320
shadow_mask_y_count 224
shadow_mask_usize 0.187500
shadow_mask_vsize 0.093750
curvature 0.040000
pincushion 0.040000
scanline_alpha 0.450000
scanline_size 1.000000
scanline_height 0.750000
scanline_bright_scale 1.000000
scanline_bright_offset 0.500000
scanline_jitter 0.000000
defocus 0.000000,0.000000
converge_x 0.000000,0.000000,0.000000
converge_y 0.000000,0.000000,0.000000
radial_converge_x 0.000000,0.000000,0.000000
radial_converge_y 0.000000,0.000000,0.000000
red_ratio 1.000000,0.000000,0.000000
grn_ratio 0.000000,1.000000,0.000000
blu_ratio 0.000000,0.000000,1.000000
saturation 1.150000
offset 0.000000,0.000000,0.000000
scale 0.950000,0.950000,0.950000
power 1.100000,1.100000,1.100000
floor 0.000000,0.000000,0.000000
phosphor_life 0.200000,0.200000,0.200000
yiq_enable 0
yiq_cc 3.041830
yiq_a 0.000000
yiq_b 0.000000
yiq_o 3.600000
yiq_p 1.000000
yiq_n 1.000000
yiq_y 2.200000
yiq_i 0.800000
yiq_q 0.200000
yiq_scan_time 52.599998
yiq_phase_count 1


Edited by mesk (10/23/11 09:46 PM)

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#73827 - 10/24/11 03:11 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Nice, thanks! I'll try it out once 143U8 hiscore patch is release so I re-compile smile

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#73828 - 10/24/11 03:33 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
B2K24 Online   happy
Senior Member

Registered: 04/02/11
Posts: 173
Very nice mesk, looks great in many games I have launched in u8.
I will be keeping and using these permanently. Thanks for posting them smile

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#73830 - 10/24/11 04:07 PM Re: SHADER PRESET ONE-STOP SHOP [Re: B2K24]
mesk Offline
Member

Registered: 05/16/10
Posts: 44
Originally Posted By: Hunk
Nice, thanks! I'll try it out once 143U8 hiscore patch is release so I re-compile smile


Just a friendly heads up Hunk,I just found out (the hard way) that the hi-score diff does more bad then it does good,more then a few games refuse to run with it.Not to mention that the so called "nag" screens are very informative.So unless you really like saving hi-scores,I would just go without it.
just my 2 cents smile


Originally Posted By: B2K24
Very nice mesk, looks great in many games I have launched in u8.
I will be keeping and using these permanently. Thanks for posting them smile


Thanks buddy,but the majority of credit must go to jclampy,without his base settings,this wouldnt be possible.TBH,I would have never thought to use such small numbers. smile

I really like the pincushion\curvature settings.the screen is not to curved,as to distort the image.jclampy's original settings had both those settings on 0,but it looked good even then.but I am a fan of the curved monitors,just feels more "real" to me wink

enjoy guys!

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#73831 - 10/24/11 08:59 PM Re: SHADER PRESET ONE-STOP SHOP [Re: mesk]
Ramirez Offline
Member

Registered: 10/24/11
Posts: 8

Originally Posted By: mesk

Just a friendly heads up Hunk,I just found out (the hard way) that the hi-score diff does more bad then it does good,more then a few games refuse to run with it.Not to mention that the so called "nag" screens are very informative.So unless you really like saving hi-scores,I would just go without it.
just my 2 cents smile


Strange, I never had this kind of problem... do you believe it's related to the NoNag or the HiScore part of the diff? Or maybe both? You know that you can use one independently of the other(through mame.ini)... but whatever, it's completely out of topic.

Now on topic... this setting that you posted is using the original aperture? And in witch resolution that you are using your monitor?

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#73832 - 10/24/11 09:52 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
R. Belmont Online   content
Very Senior Member

Registered: 03/17/01
Posts: 13172
Loc: USA
There have been multiple reports lately of some games simply not starting up with the hiscore diff applied. My guess is whoever maintains it hasn't been properly tracking MAME core changes.

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#73833 - 10/24/11 10:43 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Ramirez]
B2K24 Online   happy
Senior Member

Registered: 04/02/11
Posts: 173
Originally Posted By: Ramirez
Strange, I never had this kind of problem... do you believe it's related to the NoNag or the HiScore part of the diff? Or maybe both?


It relates to someone not in MAMEdev making source changes wink

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#73834 - 10/25/11 02:17 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Ramirez]
mesk Offline
Member

Registered: 05/16/10
Posts: 44

Quote:
Now on topic... this setting that you posted is using the original aperture? And in witch resolution that you are using your monitor?


I was not aware there was more then the original aperture. So yes,it is the original aperture.

My TV is set @ 1920 x 1080


Edited by mesk (10/25/11 03:17 AM)

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#73835 - 10/25/11 04:37 AM Re: SHADER PRESET ONE-STOP SHOP [Re: mesk]
jclampy Offline
Member

Registered: 10/15/11
Posts: 77
Originally Posted By: mesk
I really like the pincushion\curvature settings.the screen is not to curved,as to distort the image.jclampy's original settings had both those settings on 0,but it looked good even then.but I am a fan of the curved monitors,just feels more "real" to me wink


Actually 'curvature' wasn't working in older HLSL versions which is why I put that at 0. Also, 'pincushin' use to be buggy in older HLSL versions so I recommended to have that at 0 as well.

Both were fixed in the last couple of 0.143 'u' builds so now it comes down to personal preference. It can look great, but I don't think it gives 'desired look' when used with certain border artwork.

Anyway, heads up, I updated my blog a bit. Only early days with overall progress but it gives people something to play with. Link in my signature. wink
_________________________
Read about my latest custom HLSL setup here;
http://gamingnos.blogspot.com/

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#74262 - 11/09/11 04:07 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
mesk Offline
Member

Registered: 05/16/10
Posts: 44
I have tweaked my HLSL settings again.Here they are.I also highly suggest using jclampy's aperture from his blog.I personally use aperturegrille 4X with scanlines.

I would like to thanks jclampy for all his hard work.

I also use these settings for MESS with NES,Snes & Genesis wink

http://pastebin.com/Q7Nf7uy3



Edited by mesk (11/09/11 04:08 AM)

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#74268 - 11/09/11 10:52 AM Re: SHADER PRESET ONE-STOP SHOP [Re: mesk]
Isamu Offline
Member

Registered: 12/07/01
Posts: 79
Loc: gbbgfdxg
These are really great. Thank you and keep 'em coming! smile
_________________________
The developers of MESS have my sincere gratitude. Thank you guys.

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#75458 - 12/17/11 09:16 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Any new settings to try? laugh

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#75459 - 12/17/11 10:29 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
R. Belmont Online   content
Very Senior Member

Registered: 03/17/01
Posts: 13172
Loc: USA
The point is pretty much to get something you like the look of and then never touch it again, so there probably won't be new settings often smile

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#75464 - 12/18/11 06:50 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
John IV Offline
Member

Registered: 09/26/08
Posts: 61
Loc: WA, USA
Here's my current settings on MAME.

Quote:

#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable 0
hlslpath hlsl
hlsl_ini_read 0
hlsl_ini_write 0
hlslini foo
hlsl_prescale_x 0
hlsl_prescale_y 0
hlsl_preset -1
hlsl_write
hlsl_snap_width 2048
hlsl_snap_height 1536
shadow_mask_alpha 0.05
shadow_mask_texture aperture.png
shadow_mask_x_count 320
shadow_mask_y_count 240
shadow_mask_usize 0.093750
shadow_mask_vsize 0.109375
curvature 0.000000
pincushion 0.030000
scanline_alpha 0.600000
scanline_size 1.000000
scanline_height 1.000000
scanline_bright_scale 1.000000
scanline_bright_offset 0.600000
scanline_jitter 0.000000
defocus 1.500000,1.500000
converge_x -0.400000,0.000000,0.000000
converge_y -0.700000,0.000000,0.000000
radial_converge_x 0.000000,0.000000,0.000000
radial_converge_y 0.000000,0.000000,0.000000
red_ratio 1.000000,0.000000,0.000000
grn_ratio 0.000000,1.000000,0.000000
blu_ratio 0.000000,0.000000,1.000000
saturation 1.050000
offset 0.000000,0.000000,0.000000
scale 1.020000,1.020000,1.020000
power 1.300000,1.300000,1.300000
floor 0.020000,0.020000,0.020000
phosphor_life 0.100000,0.100000,0.100000
yiq_enable 0
yiq_cc 3.597545
yiq_a 0.500000
yiq_b 0.500000
yiq_o 0.000000
yiq_p 1.000000
yiq_n 1.000000
yiq_y 6.000000
yiq_i 1.200000
yiq_q 0.600000
yiq_scan_time 52.599998
yiq_phase_count 2

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#75698 - 12/28/11 08:53 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
mesk Offline
Member

Registered: 05/16/10
Posts: 44
Quote:
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable 1
hlslpath hlsl
hlsl_ini_read 1
hlsl_ini_write 1
hlslini %g
hlsl_prescale_x 2
hlsl_prescale_y 4
hlsl_preset -1
hlsl_write 0
hlsl_snap_width 1920
hlsl_snap_height 1080
shadow_mask_alpha 0.100000
shadow_mask_texture aperture.png
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
curvature 0.040000
pincushion 0.040000
scanline_alpha 0.750000
scanline_size 1.000000
scanline_height 0.500000
scanline_bright_scale 1.000000
scanline_bright_offset 0.500000
scanline_jitter 0.000000
defocus 0.000000,0.000000
converge_x 0.000000,0.000000,0.000000
converge_y 0.000000,0.000000,0.000000
radial_converge_x 0.000000,0.000000,0.000000
radial_converge_y 0.000000,0.000000,0.000000
red_ratio 1.000000,0.000000,0.000000
grn_ratio 0.000000,1.000000,0.000000
blu_ratio 0.000000,0.000000,1.000000
saturation 1.150000
offset 0.000000,0.000000,0.000000
scale 0.950000,0.950000,0.950000
power 1.100000,1.100000,1.100000
floor 0.000000,0.000000,0.000000
phosphor_life 0.200000,0.200000,0.200000
yiq_enable 0
yiq_cc 3.041830
yiq_a 0.000000
yiq_b 0.000000
yiq_o 3.600000
yiq_p 1.000000
yiq_n 1.000000
yiq_y 2.200000
yiq_i 0.800000
yiq_q 0.200000
yiq_scan_time 52.599998
yiq_phase_count 1


Like Mr Belmont already has stated,I found these settings a few months ago and have not changed them since.these are for MAME,if you would like my MESS settings,just ask and specify system of choice.I have settings for the more popular systems. (NES,SNES,Genesis,etc...)


Edited by mesk (12/28/11 08:56 PM)

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#78720 - 04/26/12 08:42 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Does anyone still check this thread? I'm sorry for the very late reply. I was wondering if you could share your Mess settings for Genesis,SNES,NES and Master System laugh

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#78721 - 04/26/12 10:58 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
B2K24 Online   happy
Senior Member

Registered: 04/02/11
Posts: 173
I use the same settings for both MAME and MESS and they have been already posted in this thread.

You can tweak the settings while you're in game by hitting TAB key and accessing the appropriate video options. Be aware they don't save to the .ini so you will have to make note of the changes manually AFAIK.

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#78722 - 04/26/12 11:44 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Thanks for replying dude. I'm actually using the same settings I'm using for Mame as well and I'm satisfied with the end result. I just didn't know if there were different settings users use for Mess. Btw speaking of Mess, I;m having a hard time getting Snes to work. I'm using Mess 144 and I have the 144 bios but it's under unavailable systems frown


Edited by Hunk (04/27/12 01:56 AM)

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#78723 - 04/27/12 03:51 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
B2K24 Online   happy
Senior Member

Registered: 04/02/11
Posts: 173
It's really simple and you have a few options to get snes successfully running. In the root of your MESS path, by default, MESS expects a directory named roms with the zipped bios files inside of that. Also, you can use what's called software list or softlist directories and those are also inside the roms directory.
Note: MESS expects the snes directory to be named snes

Now it's as simple as using command prompt
mess64 -window snes ctrigger

Or you can use official MESS binary with QMC2 Front End, which is what I currently do and it's awesome smile

Latest MESS will be attached on MW site when a new release happens.

http://www.mameworld.info/ubbthreads/showflat.php?Number=283721

Screen show of MESS using QMC2 and picking games from software list is very simple.

http://dl.dropbox.com/u/10573028/Genesis%20Megadrive.png

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#78724 - 04/27/12 05:00 AM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Thanks dude! I'll give that a shot smile

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#79550 - 05/25/12 10:16 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
I have another question. Is it possible to fill a little more of the screen when using hlsl? For example I'm using a widescreen LCD monitor and the image only fills the middle of the screen. Which isn't bad it looks great! Just wish it would fill the sides of the screen a little more frown

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#79551 - 05/25/12 10:19 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
R. Belmont Online   content
Very Senior Member

Registered: 03/17/01
Posts: 13172
Loc: USA
The problem is that if it filled out the screen more you'd be distorting the original game and making everything in it wider. (I call this "fatty Chun-Li syndrome" ;-) If you really want to live in Obese World, turn off "keep aspect ratio" though.

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#79552 - 05/25/12 11:29 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Ah well I didn't really think about it. Thanks for the advice! smile

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#81406 - 09/10/12 07:34 PM Re: SHADER PRESET ONE-STOP SHOP [Re: Just Desserts]
Hunk Offline
Member

Registered: 09/14/11
Posts: 28
Any new tweaks? laugh

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