Yep. Tested a few more game and its the same story. Colors too mesh and bright. Its ugly!Overkill wrote:Have you tested a few more games? Horizontal games?
MAME HLSL CRT SCANLINE EMULATION PRESETS
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Update: The Raster Boom settings was set by default too high. Lowering down the Raster Boom fixes most of the problems. I'm still trying to fix a few more things on it.
Also for some reason MAME will not same the changed .ini files when messing around the Video Slider options. I can spend time changing the video settings and when I reload the game again it will go back to default!
With .150 there's more HLSL settings now than the older MAME versions.
I think it is the MAME that I'm using, MAMEUI 64-bit that isn't saving my .ini files.
Also MAMEUI doesn't have Autofire.
We need ShmupMAME V + great HLSL settings.
Has anyone else got good settings with HLSL via MAME .150?
Also for some reason MAME will not same the changed .ini files when messing around the Video Slider options. I can spend time changing the video settings and when I reload the game again it will go back to default!
With .150 there's more HLSL settings now than the older MAME versions.
I think it is the MAME that I'm using, MAMEUI 64-bit that isn't saving my .ini files.
Also MAMEUI doesn't have Autofire.
We need ShmupMAME V + great HLSL settings.
Has anyone else got good settings with HLSL via MAME .150?
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
possibly a stupid question, but what's the reasoning behing updating to each new MAME version instantly when the previous one was working just fine ? I mean, with 10,000+ games emulated, it can't be about a single new rom added, can it ?
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Sure, with .150 the NMK/UPL games (the ones with the nmk16 driver) has some important fixes (like the priority sprite issue, thanks trap!). Also Rapid Hero has it sound/music fixed so it is almost at 100%.Fudoh wrote:possibly a stupid question, but what's the reasoning behing updating to each new MAME version instantly when the previous one was working just fine ? I mean, with 10,000+ games emulated, it can't be about a single new rom added, can it ?
I don't update at every version, but when certain games that you like have fixes on them then I'm jumping on board with the updates.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
That looks like somehow your HLSL "default" settings in mame.ini (the parts the individual .inis don't override) got reset.Domino wrote: Now this is what it looks on MAMEUI64 .150 + his .ini files:
Colors are too bright, hard to see scanlines, and colors are too much saturated. Changing the settings in MAME doesn't work that much at all!
I know you're sort of past this point now, but just throwing it out there.
I roll my own binaries and just dropped .150 over .149 (both vanilla command-line and MAMEUI64) and and my HLSL are visually identical between the two versions.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Well my problem is that MAME .150 will not save my .ini files for some reason. So even if I changed the video settings to my liking, it still won't save it after closing it down!Daeymien wrote:That looks like somehow your HLSL "default" settings in mame.ini (the parts the individual .inis don't override) got reset.
I know you're sort of past this point now, but just throwing it out there.
I roll my own binaries and just dropped .150 over .149 (both vanilla command-line and MAMEUI64) and and my HLSL are visually identical between the two versions.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Fudoh wrote:possibly a stupid question, but what's the reasoning behing updating to each new MAME version instantly when the previous one was working just fine ? I mean, with 10,000+ games emulated, it can't be about a single new rom added, can it ?
Because Raiden 2 and DX are now emulated 100%
Sorry, i was dreaming
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Everyone should keep everything up to date, that's what we're taught nowadays - am I right?
MAME/MESS/UME always has something worth updating for in a new version, whether it's bug fixes or new games supported.
MAME/MESS/UME always has something worth updating for in a new version, whether it's bug fixes or new games supported.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Damn it you had me there for a secondBecause Raiden 2 and DX are now emulated 100%
OSSC Forums - http://www.videogameperfection.com/forums
Please check the Wiki before posting about Morph, OSSC, XRGB Mini or XRGB3 - http://junkerhq.net/xrgb/index.php/Main_Page
Please check the Wiki before posting about Morph, OSSC, XRGB Mini or XRGB3 - http://junkerhq.net/xrgb/index.php/Main_Page
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Hi all i just want to add that;
"scanline_size 1.0"
means 1 scanline per pixel line, that means if you have a fullscreen game that originally has 224 pixels and your resolution is e.g. 768 vertical you have 255 scanlines scaled 3 times. To output correctly you have to calculate
e.g. output resolution 768
divide by scale factor 3
= 256
divide by original resolution e.g. 224
= 1.1428
so to have original number of scanlines
1.0 divide to 1.1428 = 0.875
is the correct setting for "scanline_size".
you got a ratio of 0.875 to 255 resulting in 223 scanlines (correct setting).
This is the reason why scanlines are not correct in most games of 240,224 etc. vertical pixels
"scanline_size 1.0"
means 1 scanline per pixel line, that means if you have a fullscreen game that originally has 224 pixels and your resolution is e.g. 768 vertical you have 255 scanlines scaled 3 times. To output correctly you have to calculate
e.g. output resolution 768
divide by scale factor 3
= 256
divide by original resolution e.g. 224
= 1.1428
so to have original number of scanlines
1.0 divide to 1.1428 = 0.875
is the correct setting for "scanline_size".
you got a ratio of 0.875 to 255 resulting in 223 scanlines (correct setting).
This is the reason why scanlines are not correct in most games of 240,224 etc. vertical pixels
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Any idea why my snapshots (using alt+f12) come out split in four .png files?
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Where and how to add scanlines in CaveUI?
Tried entering it in the cnfg file, but it gets overwritten as soon as the CaveUi starts again.
Tried entering it in the cnfg file, but it gets overwritten as soon as the CaveUi starts again.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Hi
I wanted to share with you my settings. I think the outcome gives an image that is very similiar to Sony Trinitrons in 15 khz RGB.
Check these images:
http://imageshack.us/g/823/z19c.jpg/
HLSL settings:
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable 1
hlslpath hlsl
hlsl_ini_read 0
hlsl_ini_write 1
hlslini %g
hlsl_prescale_x 0
hlsl_prescale_y 0
hlsl_preset -1
hlsl_write
hlsl_snap_width 320
hlsl_snap_height 240
shadow_mask_alpha 0.20
shadow_mask_texture Aperture.png
shadow_mask_x_count 320
shadow_mask_y_count 240
shadow_mask_usize 0.09375
shadow_mask_vsize 0.09375
curvature 0.0
pincushion 0.0
scanline_alpha 0.60
scanline_size 1.0
scanline_height 0.7
scanline_bright_scale 1.8
scanline_bright_offset 0.6
scanline_jitter 0.0
defocus 0.0,0.0
converge_x 0.0,0.0,0.0
converge_y 0.0,0.0,0.0
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 0.950000,0.950000,0.950000
power 1.100000,1.100000,1.100000
floor 0.000000,0.000000,0.000000
phosphor_life 0.4,0.4,0.4
#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable 0
yiq_cc 3.59754545
yiq_a 0.5
yiq_b 0.5
yiq_o 1.570796325
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
#
# VECTOR POST-PROCESSING OPTIONS
#
vector_length_scale 0.8
vector_length_ratio 500.0
#
# BLOOM POST-PROCESSING OPTIONS
#
vector_bloom_scale 0.350
raster_bloom_scale 0.17
bloom_lvl0_weight 1.0
bloom_lvl1_weight 0.21
bloom_lvl2_weight 0.19
bloom_lvl3_weight 0.17
bloom_lvl4_weight 0.15
bloom_lvl5_weight 0.14
bloom_lvl6_weight 0.13
bloom_lvl7_weight 0.12
bloom_lvl8_weight 0.11
bloom_lvl9_weight 0.10
bloom_lvl10_weight 0.09
To get the effect, be also sure to get this options on:
#
# WINDOWS VIDEO OPTIONS
#
video d3d
numscreens 1
window 0
maximize 1
keepaspect 0
prescale 8
waitvsync 1
syncrefresh 0
menu 0
I wanted to share with you my settings. I think the outcome gives an image that is very similiar to Sony Trinitrons in 15 khz RGB.
Check these images:
http://imageshack.us/g/823/z19c.jpg/
HLSL settings:
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable 1
hlslpath hlsl
hlsl_ini_read 0
hlsl_ini_write 1
hlslini %g
hlsl_prescale_x 0
hlsl_prescale_y 0
hlsl_preset -1
hlsl_write
hlsl_snap_width 320
hlsl_snap_height 240
shadow_mask_alpha 0.20
shadow_mask_texture Aperture.png
shadow_mask_x_count 320
shadow_mask_y_count 240
shadow_mask_usize 0.09375
shadow_mask_vsize 0.09375
curvature 0.0
pincushion 0.0
scanline_alpha 0.60
scanline_size 1.0
scanline_height 0.7
scanline_bright_scale 1.8
scanline_bright_offset 0.6
scanline_jitter 0.0
defocus 0.0,0.0
converge_x 0.0,0.0,0.0
converge_y 0.0,0.0,0.0
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 0.950000,0.950000,0.950000
power 1.100000,1.100000,1.100000
floor 0.000000,0.000000,0.000000
phosphor_life 0.4,0.4,0.4
#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable 0
yiq_cc 3.59754545
yiq_a 0.5
yiq_b 0.5
yiq_o 1.570796325
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
#
# VECTOR POST-PROCESSING OPTIONS
#
vector_length_scale 0.8
vector_length_ratio 500.0
#
# BLOOM POST-PROCESSING OPTIONS
#
vector_bloom_scale 0.350
raster_bloom_scale 0.17
bloom_lvl0_weight 1.0
bloom_lvl1_weight 0.21
bloom_lvl2_weight 0.19
bloom_lvl3_weight 0.17
bloom_lvl4_weight 0.15
bloom_lvl5_weight 0.14
bloom_lvl6_weight 0.13
bloom_lvl7_weight 0.12
bloom_lvl8_weight 0.11
bloom_lvl9_weight 0.10
bloom_lvl10_weight 0.09
To get the effect, be also sure to get this options on:
#
# WINDOWS VIDEO OPTIONS
#
video d3d
numscreens 1
window 0
maximize 1
keepaspect 0
prescale 8
waitvsync 1
syncrefresh 0
menu 0
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
This thread over at BYOAC forums might be of interest,
http://forum.arcadecontrols.com/index.p ... 470.0.html
Is basically identifies that the prescale.fx file adds linear filtering on everything before you even got to adjusting the settings, the prescale.fx file needs to be edited to remove this linear filtering effect and in doing so actual now fixes the Defocus setting, which before was useless.
BEFORE
http://i.imgur.com/cPDH6PU.jpg
AFTER
http://i.imgur.com/PrQ3MTp.jpg
The above image has no Defocus added however so maybe a bit too sharp
All credit goes to bulbousbeard for this!
http://forum.arcadecontrols.com/index.p ... 470.0.html
Is basically identifies that the prescale.fx file adds linear filtering on everything before you even got to adjusting the settings, the prescale.fx file needs to be edited to remove this linear filtering effect and in doing so actual now fixes the Defocus setting, which before was useless.
BEFORE
http://i.imgur.com/cPDH6PU.jpg
AFTER
http://i.imgur.com/PrQ3MTp.jpg
The above image has no Defocus added however so maybe a bit too sharp
All credit goes to bulbousbeard for this!
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
OOooh...thanks for that, it looks lush!!!
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Those scanlines are not aligned correctly.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
fagin wrote:Those scanlines are not aligned correctly.
try changing scanline_height to 1.0
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Heres mine.....
And also using an modified Post.FX to add the screen cure and rounded corners and also the mentioned modified Prescale.fx file to remove the linear filtering
Code: Select all
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable 1
hlslpath ../HLSL-MODDED
hlsl_ini_read 0
hlsl_ini_write 0
hlslini %g
hlsl_prescale_x 0
hlsl_prescale_y 0
hlsl_preset -1
hlsl_write
hlsl_snap_width 1920
hlsl_snap_height 1080
shadow_mask_alpha 0.0
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 0.15
pincushion 0.2
scanline_alpha 1.0
scanline_size 1.0
scanline_height 1.0
scanline_bright_scale 1.0
scanline_bright_offset 0.0
scanline_jitter 0.01
defocus 1.0,1.0
converge_x 0.2,0.0,0.0
converge_y 0.0,0.0,0.0
radial_converge_x 0.2,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 0.85,0.15,0.0
grn_ratio -0.05,1.05,0.0
blu_ratio -0.025,-0.025,1.05
saturation 1.3
offset -0.15,-0.16,-0.16
scale 1.15,1.16,1.16
power 1.1,0.95,0.8
floor 0.0,0.0,0.0
phosphor_life 0.0,0.0,0.0
raster_bloom_scale 0.15
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
That's pretty nice, although the lack of shadow/aperture mask effect is glaring. Scanlines I'd make a little darker and drop the bloom a bit as well.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Yeah i dont really see the point of using shadow_mask_alpha atm, due to it not looking that great with the current gen of displays we have in regards to max res...now when 4K displays come out that might be a different matter, plus adding it just seems to kill all the brightness from the screen. I tend to add a tad more bloom as i think it gives more of a CRT glow effect to the picture.cools wrote:That's pretty nice, although the lack of shadow/aperture mask effect is glaring. Scanlines I'd make a little darker and drop the bloom a bit as well.
Suggest a shadow/aperture mask value and ill add it to the ini and then compare the pics!?
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Ok have taken cools suggestion and this is the result so far....
Have tried to boost the bloom and contrast to counteract the darkness the shadow_mask_alpha value was adding to the picture
Code: Select all
hlsl_enable 1
hlslpath ../HLSL-MODDED
hlsl_ini_read 0
hlsl_ini_write 0
hlslini %g
hlsl_prescale_x 0
hlsl_prescale_y 0
hlsl_preset -1
hlsl_write
hlsl_snap_width 1920
hlsl_snap_height 1080
shadow_mask_alpha 0.5
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 0.15
pincushion 0.2
scanline_alpha 1.2
scanline_size 1.0
scanline_height 1.0
scanline_bright_scale 1.0
scanline_bright_offset 0.0
scanline_jitter 0.01
defocus 1.0,1.0
converge_x 0.2,0.0,0.0
converge_y 0.0,0.0,0.0
radial_converge_x 0.2,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 0.85,0.15,0.0
grn_ratio -0.05,1.05,0.0
blu_ratio -0.025,-0.025,1.05
saturation 1.3
offset -0.15,-0.16,-0.16
scale 1.15,1.16,1.16
power 1.1,0.95,0.8
floor 0.01,0.01,0.01
phosphor_life 0.0,0.0,0.0
raster_bloom_scale 0.17
full_screen_contrast 1.4
Last edited by lettuce on Thu Nov 07, 2013 7:24 pm, edited 2 times in total.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
looks excellent, but the mask effect seem to cause a slight effect which looks nearly like jailbars.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
That might be cos the upload borked the res i have re-uploaded the pic, see if it looks better!??Fudoh wrote:looks excellent, but the mask effect seem to cause a slight effect which looks nearly like jailbars.
I have however noticed that the shadow mask has a strange effect on pure white screens where you can notice like circular artifacts on the screen!!?
To compare the 2 HLSL screen load up....
http://i4.minus.com/iylxhn9uursxS.png
http://i7.minus.com/ilJh1PJL3TQyo.png
in 2 separate tabs and just flick back an forth between the 2. Just a shame we cant have the contrast/brightness of the fist along with the shadow mask of the 2nd
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Pretty much perfect Maybe a little bit too much curvature for me. The decision between version 1 and version 2 should really come down to the screen size und viewing distance. Also your setup clearly benefits from the high resolution (1440p). A 1080p display has much more trouble showing such detailed mask effects.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Way better. The moire on white comes in because of the curvature compressing the mask effect. Higher resolutions will solve it. Its less noticeable than having themask missing
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
I may add a bit more saturation to bring the colours back
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Could you provide a link to that or the settings used so I could copy and paste into the file myself...thnxlettuce wrote: And also using an modified Post.FX to add the screen cure and rounded corners
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Mame4Life wrote:Could you provide a link to that or the settings used so I could copy and paste into the file myself...thnxlettuce wrote: And also using an modified Post.FX to add the screen cure and rounded corners
http://www.aep-emu.de/index.php?name=PN ... fb073a3f82
Last post in that thread, save the post.fx
http://forum.arcadecontrols.com/index.p ... 470.0.html
and info on the prescale.fx file here
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Thanks for that...but it's not playing ball with Mame 149 which I'm using, just get a black screen...
Apparently that modified file needs the 150 shader files...which don't work with 149.
I don't want to update to 150 because the damn Mame dev's removed the ability to write & save HLSL .ini settings via the in game sliders, you now have to manually edit the .ini files for each game.
Sigh...it's never simple is it.
Apparently that modified file needs the 150 shader files...which don't work with 149.
I don't want to update to 150 because the damn Mame dev's removed the ability to write & save HLSL .ini settings via the in game sliders, you now have to manually edit the .ini files for each game.
Sigh...it's never simple is it.