9/21/2023 0 Comments Snes9x best shader: SYSTEM_DIRECTORY: "/home/pi/RetroPie/BIOS". : core-specific remap found at /opt/retropie/configs/snes/Snes9x/Snes9x.rmp. : remap directory: /opt/retropie/configs/snes/ : RETRO_ENVIRONMENT_SET_CORE_OPTIONS_INTL. no game-specific overrides found at /home/pi/.config/retroarch/config/Snes9x/Donkey Kong Country (USA) (Rev 1).cfg. no content-dir-specific overrides found at /home/pi/.config/retroarch/config/Snes9x/snes.cfg. no core-specific overrides found at /home/pi/.config/retroarch/config/Snes9x/Snes9x.cfg. Loading dynamic libretro core from: "/opt/retropie/libretrocores/lr-snes9x/snes9x_libretro.so" Redirecting save state to "/home/pi/RetroPie/roms/snes/Donkey Kong Country (USA) (Rev 1).state". Redirecting save file to "/home/pi/RetroPie/roms/snes/Donkey Kong Country (USA) (Rev 1).srm". Thanks - here's a verbose log from Snes9x and a different ROM (same aspect ratio and settings): $ cat snes-dkong_runcommand.logĮxecuting: /opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-snes9x/snes9x_libretro.so -config /opt/retropie/configs/snes/retroarch.cfg "/home/pi/RetroPie/roms/snes/Donkey Kong Country (USA) (Rev 1).zip" -verbose -appendconfig /dev/shm/retroarch.cfg The two settings seem to be independent of each other, and I think that only the core option version does anything. Should I prefer one of those, or a combination of both, for lowest overhead and best pixel sharpness?Īlso, the "Crop overscan" is duplicated in a similar way. (Was "Uncorrected" before, Auto is the same as NTSC, 4:3 fills the screen more) RGUI > Quick menu > Options > Preferred Aspect Ratio > NTSC (I had "Core provided" - I assume that's the default?) RGUI > Settings > Video > Scaling > Aspect ratio > 4:3 I can see two ways to fill my 4:3 bezel - is either one better (and why isn't the default to fill 4:3?) (Some game artists corrected their images to account for that, others didn't - it was the way it was.) I just added a 4:3 bezel for SNES9x, and suddenly it was really obvious that my SNES9x games were not 4:3 ratio because I have black bars left and right of the game inside of the bezel.Ī little bit of research shows that the SNES expected the images to be stretched across a CRT monitor to fill the whole screen. First Impressions of Ubuntu 11.I'm a bit confused about some duplicated options.CRT Pixel Shader Filter for SNES Emulation.It still has square pixels in a grid, but again, that's more a limitation of existing display resolution than a failing of the implementation. If you want to see another approach that focuses more on the phosphors themselves, check out 'caligari's scanlines' shader on my other shader post. Once screen resolutions get to something like 2500p, we'll be able to just draw a shadow mask on the screen and divide each CRT pixel into a grid of many LCD pixels, but until then adding a shadow mask overlay looks like garbage and creates issues with moire as it interacts with the LCD subpixels.Ĭgwg did use LCD subpixel characteristics to try and recreate the interplay of the individual phosphors, but the result is still less-than-optimal and doesn't render properly on all displays. However, one area that is essentially unapproachable with current technology is the shadow mask, and I think that's mostly what you're referring to. Many of these calculations are based on published whitepapers from display technology journals. If you take a look at cgwg and DOLLS' commented code and related calculations, you'll see that they have taken a number of CRT characteristics, such as beam decay and phosphor blending, into account and reproduce them accurately.
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