Bassa-Bassa wrote:Forgive me for this OT question, but isn't Reshade supposed to add latency? Furthermore, what's your experience with CRT shaders and input lag, when coding your own games? Very curious, given the arcade-y premise of Steel Assault!
I'm sure it must add a little bit of latency but I didn't really notice myself, although I'm not extremely sensitive to this stuff. I've played other 2D action games like Gunvolt Chronicles and Kamui using Reshade, without any major problems (I couldn't get the scanlines to align perfectly with the upscaled pixels on Gunvolt, but I got close enough that it looked great in motion anyway). Also, note that I played WG Reloaded on a projector, albeit a model with lower latency than usual (a bit less than 1 frame). So if anything is going to add lag, it's going to be that lol. But I cleared the game, as well as the OG (on RetroArch with the lookahead feature), so it must not have been too bad... although it's not a very hard game.
I haven't ran extensive tests with a slow-motion camera or anything like that, but I can tell you from my basic tests that the additional input lag on Steel Assault is less than 1 frame, with or without filtering. Our CRT filter is pretty simple: it just generates the appropriate scanline pattern for each resolution, overlays it on top of the bilinearly-upscaled image (with the equivalent of Photoshop's Overlay effect), and then does some quick brightness/contrast adjustments. Less than 100 lines of code overall iirc, and it still looks pretty good. There are definitely better options though, especially nowadays, and I will be researching them extensively. I talked to the Bushiden programmer the other day and he said he uses his own heavily-modified version of Timothy Lotte's filter (which comes with RetroArch).
Bassa-Bassa wrote:Notice that the quality lose affecting high resolution pictures applies only to low-TV lines displays, namely TV sets or arcade monitors. Highend pro monitors won't have the issue at all, being >500 TV lines. Though these have the "issue" of not displaying very naturally 15kHz videogames. And they're the minority, specially if you count Europe, were RGB TV sets were the norm. Moreover, their screens are usually small, and your game's picture will be even smaller for being 16:9... It's indeed a bit messy, but keep in mind that over 400 horizontal pixels and wide format is an oddity of our days - messy solutions is what I would expect at the very least. The wide screen mode for 4:3 TVs was an afterthought which usually punishes the user with an annoying horizontal line there on the upper limit of the active area - nobody really used it in the end.
Lol let me rephrase: I meant a good 15kHz TV, not a "high-end CRT". I was looking at Trinitron models, ideally one of the FV310, FV300, or FS120 series. You're saying that e.g. PVMs don't display 15kHz games naturally, because most of them have so many TV lines...? I've never owned one (yet?) but the photos I've seen make the quality look awesome on those too.
(Also, d'oh: "kHz" not "Khz".)
Bassa-Bassa wrote:With "losing screen space" do you mean that you'd have a physically bigger displayed picture with the former resolution format (on a 4:3 TV)? Then, you'd be altering the aspect ratio, and that's not what you want, right? Both formats should fill the same "screen space", since both respond to 16:9.
If you just mean that you lose visible area and miss that, well, the game's designed for an even larger visible area (the backgrounds were, at least, if my memory serves). It's a gallery shoot'em-up, as well. It all depends on how you design it all from the ground up, doesnt it?
I meant that I lose visible area. But yeah, I can always design around it if I really need to.
Bassa-Bassa wrote:If your character is already dotted and you care about onscreen size, then the smaller the screen resolution, the larger it'll be... But yeah, maybe you don't want it that large... lol
The main char and a couple other sprites are "dotted" (although not animated), and so are a couple backgrounds, but I would probably end up redoing the designs a bit anyway if I got some of the illustrators whom I've been contacting lately on board. Almost nothing is
completely set in stone at this stage, except the theme and the basic ideas underlying the game's system. But I think it is going to be incredibly cool and novel if I pull it off, which is why I'm so hesitant to spoil the details lol.
I use a Euro Sony RGB non-flat TV, quite nice and big enough, but clearly not the best display for high resolution pictures (over 400 horizontal pixels). It's not that they look bad mind you, but higher TV lines sets are better suited for those as I mentioned. And I'm these days in my parent's place. The bigger difference with those samples on a 15kHz TV anyway (with the same physical screen area for both) would be how prominent the dark lines get. The added "blur" due to oversized horizontal resolutions is not something an ordinary photo could capture, or even many eyes notice at first.
I would love if you could show me what it looks like anyway, even if you can't capture the blur

No pressure or anything of course, I'll have my own setup again to test this soon enough.