MAME HLSL CRT SCANLINE EMULATION PRESETS
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
hi guys, i download again mame roms and mameui64 1.76.
when i try to "compile" .ini from ini creator its told me there is no mame.ini files...
1. i created mame.ini in ini directory ... and then i "compiled" .ini files from ini creator
2. mameui64 dosent "see" the ini files....
3. i changed the directory for ini files (from ini/preset to ini)
4. and then mameui64 saw them but totaly wrong ... not the same settings...
5. mameui64 dosent have setting to enable hlsl
can someone explain what happened, or what should i know... what i did wrong ...
i want ueda files... are the best
when i try to "compile" .ini from ini creator its told me there is no mame.ini files...
1. i created mame.ini in ini directory ... and then i "compiled" .ini files from ini creator
2. mameui64 dosent "see" the ini files....
3. i changed the directory for ini files (from ini/preset to ini)
4. and then mameui64 saw them but totaly wrong ... not the same settings...
5. mameui64 dosent have setting to enable hlsl
can someone explain what happened, or what should i know... what i did wrong ...
i want ueda files... are the best
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
You have to edit the 'raster.ini' file for HLSL settings which is found in, /mame/ini/presets/epsx wrote:hi guys, i download again mame roms and mameui64 1.76.
when i try to "compile" .ini from ini creator its told me there is no mame.ini files...
1. i created mame.ini in ini directory ... and then i "compiled" .ini files from ini creator
2. mameui64 dosent "see" the ini files....
3. i changed the directory for ini files (from ini/preset to ini)
4. and then mameui64 saw them but totaly wrong ... not the same settings...
5. mameui64 dosent have setting to enable hlsl
can someone explain what happened, or what should i know... what i did wrong ...
i want ueda files... are the best
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- Posts: 3
- Joined: Tue Aug 09, 2016 12:02 pm
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
I love these perfected hlsl settings provided , i just discovering mess anybody that can give me a perfect hlsl ini for psx on mess & amiga
also the latest one for mame for most games
also the latest one for mame for most games
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- Posts: 3
- Joined: Tue Aug 09, 2016 12:02 pm
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
NUeda wrote:HLSL [Megalo] mode v0.9
Updated 2013-07-05 (MMDD)
Sega made some of the largest cabs in the arcades and that sometimes involved using rear projection displays.
Rear projection screens were very, very big for the time (41 or 50 inches), but had problems like:
mediocre black level, poor convergence (RGB tube alignment), narrow viewing angle, and foggy highlights.
They were nowhere near perfect.
However, Virtua Fighter (1993) looks quite good with rear projection display, which is not so surprising
Possible for a re- upload of this file would like to tryit
when considering the fact that the default cab for Virtua Fighter was Super Megalo. (50" rear projection cab for 2 players)
I am aware Virtua Fighter did NOT use Super Megalo 2,
but SM and SM2 are nearly same in terms of size and appearance, so I just used the marquee from SM2.
I am also aware that the bezel looks different from the actual SM2 cab; it was slimmed down to get the illusion of a larger screen.
Virtua Fighter 1993
Click to view 1600x1200
Click to view 1600x1200
Click to view 1600x1200
Click to view 1600x1200
Click to view 1600x1200
Click to view 1600x1200
----------------------------------------------------------------
Appropriate games
----------------------------------------------------------------
Namco: Time Crisis
Sega: Virtua Fighter
Games that use simple 3D modeling have good mileage.
----------------------------------------------------------------
Problematic games
----------------------------------------------------------------
Don't have a list yet, but 80's games don't respond well.
----------------------------------------------------------------
Please note, this HLSL mode is an attempt at simulating the flaws of rear projection display.
Please don't expect good picture quality.
- Deleted for being outdated -
---------------------------------------------------------------------------------------
What are some upcoming changes?
Not sure yet. I will get back to this when I'm done with other HLSL modes.
---------------------------------------------------------------------------------------
Time Crisis 1995
Click to view 1600x1200
Click to view 1600x1200
Street Fighter III 3rd Strike 1999
Click to view 1600x1200
Street Fighter Zero 3 1998
Click to view 1600x1200
The above is HLSL [Megalo] mode.
=========================================================================================
- Link deleted for being outdated -
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Personally I remember the reflected crt scanlines/phosphors effect and natural aliasing to be much more visible than that.
Here it is way too softened IMHO.
Here it is way too softened IMHO.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
I never liked the look of rear projection displays, always preferred direct view. or a normal crt projector with a good screen. I can see how some people would feel nostalgic for that look (some people play with filters that mimic the terrible ghosting of the game gear LCD screen).
it's too bad laser displays never took off, I bet those would've made for some awesome looking large arcade screens.
it's too bad laser displays never took off, I bet those would've made for some awesome looking large arcade screens.
Last edited by Blair on Sun Aug 21, 2016 12:43 pm, edited 1 time in total.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
This screen was so bad, can't beat the turbografx one.Blair wrote:(some people play with filters that mimic the terrible ghosting of the game gear LCD screen)
Though I'm using a bit of blur for the game boy as it uses blinking to make some transparency effect.
Just try Chikyuu Kaihou Gun ZAS without blur ...or don't if you suffer from epilepsy.
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- Posts: 3
- Joined: Tue Aug 09, 2016 12:02 pm
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Anyone that has this megalo mode zip file ? the link is dead
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
I've been using Lotte's shader for Mame and I'm completely happy with it. However, getting the perfect CRT shader for multiply different emulators is not exactly easy ( unless using Retroarch, which I absolutely hate, but I won't go in to that ).
I'm hoping that CRT-Royale Kurozumi or something very similar ( BVM look ) one day ends up being injectable like SweetFX/Reshade so I can use it universally for pretty much any emulator. Until then, I have tried to get the best possible settings for me using SweetFX. Obviously it's not in the same ballpark as the ones mentioned, but the final result isn't half bad.
Few pictures.
PC
SATURN
GBA
I'm hoping that CRT-Royale Kurozumi or something very similar ( BVM look ) one day ends up being injectable like SweetFX/Reshade so I can use it universally for pretty much any emulator. Until then, I have tried to get the best possible settings for me using SweetFX. Obviously it's not in the same ballpark as the ones mentioned, but the final result isn't half bad.
Few pictures.
PC
SATURN
GBA
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
seriously - how can you be happy with that ? Your scanlines are splitting up the pixel rows instead of sitting between the pixel rows as they're supposed to...
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
There's something wrong with your settings indeed, it's not just the misaligned scanlines and RGB strips, it obviously doesn't look realistic at all.
Seriously I can do better using a handmade PNG effect file.
You may not like RetroArch, but CRT-Royale still provides the best CRT imitation out there
(not the 'Kurozumi' settings though, that so-called 'BVM look' in this form is outlandish for anyone who's had long-enough experience with crt's. Also even crt-hyllian-glow or even crt-easymode can probably do the same or very close using significantly less ressources)
[rant]
In any case all those more or less advanced CRT shaders while sometimes looking very nice on still screens, often hurt the picture quality and clarity while in all-directions motion, unless using an instant-response display (or very close).
Actually more realistic shaders/settings thought for real conditions use would be possible, while not necessarily looking great on screenshots, and possibly requiring some sacrifices like using integer scaling (picture going offscreen in 'overscan area' or, as opposite, with black borders on top/bottom) pixel alignment, and no artificial smoothing, but people are not ready for that.
[/rant]
Seriously I can do better using a handmade PNG effect file.
You may not like RetroArch, but CRT-Royale still provides the best CRT imitation out there
(not the 'Kurozumi' settings though, that so-called 'BVM look' in this form is outlandish for anyone who's had long-enough experience with crt's. Also even crt-hyllian-glow or even crt-easymode can probably do the same or very close using significantly less ressources)
[rant]
In any case all those more or less advanced CRT shaders while sometimes looking very nice on still screens, often hurt the picture quality and clarity while in all-directions motion, unless using an instant-response display (or very close).
Actually more realistic shaders/settings thought for real conditions use would be possible, while not necessarily looking great on screenshots, and possibly requiring some sacrifices like using integer scaling (picture going offscreen in 'overscan area' or, as opposite, with black borders on top/bottom) pixel alignment, and no artificial smoothing, but people are not ready for that.
[/rant]
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
I have plenty of knowledge regarding CRT screens, as I have a whole garage full of them, including a dozen or so broadcasting monitors.Xyga wrote:There's something wrong with your settings indeed, it's not just the misaligned scanlines and RGB strips, it obviously doesn't look realistic at all.
Seriously I can do better using a handmade PNG effect file.
You may not like RetroArch, but CRT-Royale still provides the best CRT imitation out there
(not the 'Kurozumi' settings though, that so-called 'BVM look' in this form is outlandish for anyone who's had long-enough experience with crt's. Also even crt-hyllian-glow or even crt-easymode can probably do the same or very close using significantly less ressources)
[rant]
In any case all those more or less advanced CRT shaders while sometimes looking very nice on still screens, often hurt the picture quality and clarity while in all-directions motion, unless using an instant-response display (or very close).
Actually more realistic shaders/settings thought for real conditions use would be possible, while not necessarily looking great on screenshots, and possibly requiring some sacrifices like using integer scaling (picture going offscreen in 'overscan area' or, as opposite, with black borders on top/bottom) pixel alignment, and no artificial smoothing, but people are not ready for that.
[/rant]
There are absolutely no shaders at all that can replicate a CRT 1:1, and I don't expect them to. I like the look however, and it can be a half decent compromise going alongside a low latency 2014 Bravia HDTV.
If someone can make better settings with SweetFX then I'd appreciate it. Retroarch is not an option for me due to the horrible latency the cores provide. The Hard GPU Sync ''Does not'' fix the issue enough. I'm using standalone emulators that are much better in this regard. Low latency is more important to me than shaders, but if I can have both, then SweetFX will have to do as it's the only way I can get some kind of scanline effect on those programs.
Help would be great, and appreciated, but please don't expect everyone to get on the Retroarch bandwagon. The CRT shaders are great, but other issues are a deal breaker for me.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
I understand what you mean, this is indeed an annoying aspect of this. Although it's not properly documented yet Filthypants/Lottes found that several shaders indeed increase latency, sometimes too much.
From his sorta preliminary testing though it appeared that some like easymode don't add much if any.
In regards to SweetFX though; didn't it use a full frame to work ? (totally from the back of my head, that could be 100% not the case, dunno)
EDIT: AH! Found that member's (Elaphe) old posts, might be of interest to you: http://shmups.system11.org/viewtopic.ph ... &start=180
Still, from what we're seeing here, and as expected, using integer scaling with SweetFX is almost compulsory, and it's not available from every emulator software, unfortunately.
From his sorta preliminary testing though it appeared that some like easymode don't add much if any.
In regards to SweetFX though; didn't it use a full frame to work ? (totally from the back of my head, that could be 100% not the case, dunno)
EDIT: AH! Found that member's (Elaphe) old posts, might be of interest to you: http://shmups.system11.org/viewtopic.ph ... &start=180
Still, from what we're seeing here, and as expected, using integer scaling with SweetFX is almost compulsory, and it's not available from every emulator software, unfortunately.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Think I got it sorted. Looks pretty good now.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Retroarch's Latency should now be just about better than any other emulator with recent updates for most of it's corse(bar hacky ones like ZSNES), the only problem is shaders do add some latency. And that'd be true whether it was in RetroArch or not.
http://libretro.com/forums/showthread.php?t=5428
Read the whole thread if you've got time.
http://libretro.com/forums/showthread.php?t=5428
Read the whole thread if you've got time.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Dont wanna sound like a asshole, but your statement regarding input-lag and the Filthypant test is simply wrong in all terms. The max. input-lag from a shader *could* be 16ms or 1 frame so to say any higher lag you would expect only from a non optimized shader.Xyga wrote:I understand what you mean, this is indeed an annoying aspect of this. Although it's not properly documented yet Filthypants/Lottes found that several shaders indeed increase latency, sometimes too much.
From his sorta preliminary testing though it appeared that some like easymode don't add much if any.
In regards to SweetFX though; didn't it use a full frame to work ? (totally from the back of my head, that could be 100% not the case, dunno)
EDIT: AH! Found that member's (Elaphe) old posts, might be of interest to you: http://shmups.system11.org/viewtopic.ph ... &start=180
Still, from what we're seeing here, and as expected, using integer scaling with SweetFX is almost compulsory, and it's not available from every emulator software, unfortunately.
Here is the link to the test: http://filthypants.blogspot.hr/2015/06/ ... sting.html
What you all need to pay most attention to, is the end of the article. This test was not done good, in terms of quality and valuable info, especially the shader benchmark. There are shaders that produced less latency, than the default with no shader at all . A shader that produce lag, can only have two reasons: it tax your GPU way too much or it is written very badly.
byuu wrote a very good and recent article about input-lag: https://byuu.org/articles/latency/
He is just a little wrong with the numbers for audio, but otherwise it is pretty much this.
Why not just stay with CRT? Its the best solution of all. Get Groovymame+ASIO mod.+CRT = 2 frames input-lag. It only gets better with staying away from emulation and play with real pcb/hardware.Snake007m wrote: I have plenty of knowledge regarding CRT screens, as I have a whole garage full of them, including a dozen or so broadcasting monitors.
There are absolutely no shaders at all that can replicate a CRT 1:1, and I don't expect them to. I like the look however, and it can be a half decent compromise going alongside a low latency 2014 Bravia HDTV.
If someone can make better settings with SweetFX then I'd appreciate it. Retroarch is not an option for me due to the horrible latency the cores provide. The Hard GPU Sync ''Does not'' fix the issue enough. I'm using standalone emulators that are much better in this regard. Low latency is more important to me than shaders, but if I can have both, then SweetFX will have to do as it's the only way I can get some kind of scanline effect on those programs.
Help would be great, and appreciated, but please don't expect everyone to get on the Retroarch bandwagon. The CRT shaders are great, but other issues are a deal breaker for me.
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
?u-man wrote:Dont wanna sound like a asshole, but your statement regarding input-lag and the Filthypant test is simply wrong in all terms.
Both articles state otherwise.
Which is why I used terms like 'preliminary' and 'not properly documented yet', maybe I should have said 'bullshit' ?u-man wrote:What you all need to pay most attention to, is the end of the article. This test was not done good, in terms of quality and valuable info
And some also considerably more, even though the test isn't reliable enough there's no reason to ignore that part.u-man wrote:There are shaders that produced less latency, than the default with no shader at all
Well, again;u-man wrote:byuu wrote a very good and recent article about input-lag: https://byuu.org/articles/latency/
He is just a little wrong with the numbers for audio, but otherwise it is pretty much this.
byuu wrote:Before a frame can be pushed from the video card to the display, the frame has to be rendered and rasterized by the video card itself. For 2D, this usually just means getting the pixels into video RAM. For 3D, it means rendering all of the 3D draw commands. But even 2D can gain a frightening increase in latency by the use of user-programmable pixel shaders to perform software-based processing effects like CRT simulation, scanline simulation, image sharpening, etc.
Even if it ends up being proved that it doesn't go higher than a frame at worst, that's still a lot considering an average of 2 frames is already about the acceptable ceiling for many people, add another frame on top when using pixel shaders and we're in the 3 frames area, which easily gets noticeable and annoying.u-man wrote:The max. input-lag from a shader *could* be 16ms or 1 frame so to say any higher lag you would expect only from a non optimized shader.
In any case you can do the test yourself, personally I definitely feel HLSL adds enough delay on top to be annoying, Royale too last time I checked (quite a while ago though)
Don't know in regards to Geom or others since I haven't played a lot using them.
Nobody's trying to set a general rule yet, bot nobody's ruling out the possibility that pixel shaders can add delay either, quite the opposite even, when you read both articles (if this is not at all what they meant then they really need to consider re-reading their own statements and re-write), which can imho be a real problem in cases where your environment and setting already add their own.
Now if anyone has plans to make more detailed and clear research on the topic in the future, that'd be great.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Well, regarding shaders and this test, you can safely call it bullshit, because thats exactly what it is, as it doesnt make any sense at all. If there is anything true in your theory (there is, just not that high as you all think), than it is simply impossible, that there are some shaders that even reduce latency. This fact alone, shows how this test failed and therefore you can ignore this whole benchmark and there is no reason to *not* ignore this part.
"Even if it ends up being proved that it doesn't go higher than a frame at worst, that's still a lot considering an average of 2 frames is already about the acceptable ceiling for many people, add another frame on top when using pixel shaders and we're in the 3 frames area, which easily gets noticeable and annoying."
Ok, show me a emulator that has only 2 frames lag with a LCD setup. It is non existent. So how people can considering an average of 2 frames the acceptable ceiling???
Seriously, it seems you dont know much about this topic. If you take MAME for example, than the highest latency is coming from audio.
The average user will use default Direct X, which is about 100ms or 6 frames. If we now take the shader latency into account, then you see that you can have like 3xHLSL until you can say, it produces additional lag (we take some time like 40ms to have the screen emulated, before we can add and render shader effects). You can half the audio latency, with Windows10 and Xaudio, but you still have like 3-4 frames latency, which again is like 2xHLSL until it produces additional lag.
So if you have read byuu´s article, you will remember he mentioned to use WASAPI for audio, which is currently not possible to use with MAME. That would be the only case, where HLSL would produce additional lag, because WASAPI have like a max. of 3ms of latency. You can modding GroovyMame with ASIO, which behaves the same like WASAPI, as both variants are exclusive audio modes. Again, this would be the only case, where HLSL could add lag, but this is no average user setup at all.
If you are now still trying to tell me, that HLSL adds enough delay on top to be annoying, than your eyes are cheating you, as this is simply not possible. HLSL doesnt add more latency, then your painted .png files thats for sure (which is also a post-processing task).
"Even if it ends up being proved that it doesn't go higher than a frame at worst, that's still a lot considering an average of 2 frames is already about the acceptable ceiling for many people, add another frame on top when using pixel shaders and we're in the 3 frames area, which easily gets noticeable and annoying."
Ok, show me a emulator that has only 2 frames lag with a LCD setup. It is non existent. So how people can considering an average of 2 frames the acceptable ceiling???
Seriously, it seems you dont know much about this topic. If you take MAME for example, than the highest latency is coming from audio.
The average user will use default Direct X, which is about 100ms or 6 frames. If we now take the shader latency into account, then you see that you can have like 3xHLSL until you can say, it produces additional lag (we take some time like 40ms to have the screen emulated, before we can add and render shader effects). You can half the audio latency, with Windows10 and Xaudio, but you still have like 3-4 frames latency, which again is like 2xHLSL until it produces additional lag.
So if you have read byuu´s article, you will remember he mentioned to use WASAPI for audio, which is currently not possible to use with MAME. That would be the only case, where HLSL would produce additional lag, because WASAPI have like a max. of 3ms of latency. You can modding GroovyMame with ASIO, which behaves the same like WASAPI, as both variants are exclusive audio modes. Again, this would be the only case, where HLSL could add lag, but this is no average user setup at all.
If you are now still trying to tell me, that HLSL adds enough delay on top to be annoying, than your eyes are cheating you, as this is simply not possible. HLSL doesnt add more latency, then your painted .png files thats for sure (which is also a post-processing task).
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Okay dude, I'd gladly discuss the topic but you're annoyingly aggressive, maybe if you want to fight over something like that I dunno, er, got to mameworld maybe ?
*out*
*out*
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Any pro tip to get this working in Mame 181b?
Ive got settings from this thread working perfectly in mame 158.
Ive got settings from this thread working perfectly in mame 158.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
They've made a lot of changes...didn't look much into it but there's now more than one .ini file to edit, with settings names not always matching what you see when using the UI settings (of course these don't save at all) or the mame.ini I don't know anymore. Also beware of new/different folders locations for some of the .ini's
Personally I won't bother trying until they introduce a new/better system.
Personally I won't bother trying until they introduce a new/better system.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Yeah, Im trying to find my way around it, as long as I get some sort of scanlines Im ok for a while.Xyga wrote:They've made a lot of changes...didn't look much into it but there's now more than one .ini file to edit, with settings names not always matching what you see when using the UI settings (of course these don't save at all) or the mame.ini I don't know anymore. Also beware of new/different folders locations for some of the .ini's
Personally I won't bother trying until they introduce a new/better system.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Good luck with that, the biggest problem last time I've tried was that to begin the default settings are absolutely ridiculous, giving a very blurry/hazy image with absolutely fucked up colors and smearing.
Trying to fix that using what iirc is now called the raster.ini somewhere in the folders, was a no-no for me.
Then I've read somewhere you could just erase that file so I did and it was better...
But after reducing the focus/blur a bit I've realized the scaling is wrong in most cases, showing misaligned scanlines/upscaling artifacts.
Couldn't even fix that by enabling integer scaling, there may be another way (using source/display resolution setting) but it didn't work for me or I didn't get how it works.
Trying to fix that using what iirc is now called the raster.ini somewhere in the folders, was a no-no for me.
Then I've read somewhere you could just erase that file so I did and it was better...
But after reducing the focus/blur a bit I've realized the scaling is wrong in most cases, showing misaligned scanlines/upscaling artifacts.
Couldn't even fix that by enabling integer scaling, there may be another way (using source/display resolution setting) but it didn't work for me or I didn't get how it works.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Yes, directly from the start I had to go in and turn off Bi linear filtering.Xyga wrote:Good luck with that, the biggest problem last time I've tried was that to begin the default settings are absolutely ridiculous, giving a very blurry/hazy image with absolutely fucked up colors and smearing.
Trying to fix that using what iirc is now called the raster.ini somewhere in the folders, was a no-no for me.
Then I've read somewhere you could just erase that file so I did and it was better...
But after reducing the focus/blur a bit I've realized the scaling is wrong in most cases, showing misaligned scanlines/upscaling artifacts.
Couldn't even fix that by enabling integer scaling, there may be another way (using source/display resolution setting) but it didn't work for me or I didn't get how it works.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
howdy members , i have got the below settings working in Groovymame V1.71 but i've been trying to update to GM V1.79. I don't know what's going on but the colors in Ketsui are weird and Super Street Fighter 2 doesn't look the same as GM V1.71.
I downloaded groovymame64_0179.016_alpha3 and mame0179b_64bit , then extracted them to separate folders. I copied the folders in mame0179b_64bit to Groovymame's , then generated a new mame.ini and then copy and pasted the below settings
btw............my mame.ini is way down the bottom
I downloaded groovymame64_0179.016_alpha3 and mame0179b_64bit , then extracted them to separate folders. I copied the folders in mame0179b_64bit to Groovymame's , then generated a new mame.ini and then copy and pasted the below settings
btw............my mame.ini is way down the bottom
lettuce wrote:So seeings as i kicked this thread off WAYYYYYYYYYYYYYY back in 2011 i'd thought i share my latest HLSL settings as of MAME 0.171 (GroovyMAME)
DIRECT3D POST-PROCESSING OPTIONSBLOOM POST-PROCESSING OPTIONSCode: Select all
hlsl_enable 1 hlslpath hlsl hlsl_prescale_x 6 hlsl_prescale_y 6 hlsl_write 1 hlsl_snap_width 2048 hlsl_snap_height 1536 shadow_mask_tile_mode 0 shadow_mask_alpha 0.15 shadow_mask_texture slot-mask.png shadow_mask_x_count 6 shadow_mask_y_count 4 shadow_mask_usize 0.1875 shadow_mask_vsize 0.1875 shadow_mask_uoffset 0.0 shadow_mask_voffset 0.0 curvature 0.10 round_corner 0.10 smooth_border 0.03 reflection 0.0 vignetting 0.20 scanline_alpha 1.50 scanline_size 1.0 scanline_height 1.0 scanline_bright_scale 1.15 scanline_bright_offset 0.0 scanline_jitter 0.1 hum_bar_alpha 0.0 defocus 0.20,0.0 converge_x 0.25,0.00,-0.25 converge_y 0.0,0.25,-0.25 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 1.4 offset 0.0,0.0,0.0 scale 0.95,0.95,0.95 power 0.8,0.8,0.8 floor 0.01,0.01,0.01 phosphor_life 0.4,0.4,0.4
Just copy over the above settings to a fresh mame.ini file.Code: Select all
bloom_blend_mode 0 bloom_scale 0.28 bloom_overdrive 1.0,1.0,1.0 bloom_lvl0_weight 1.0 bloom_lvl1_weight 0.64 bloom_lvl2_weight 0.32 bloom_lvl3_weight 0.16 bloom_lvl4_weight 0.08 bloom_lvl5_weight 0.04 bloom_lvl6_weight 0.04 bloom_lvl7_weight 0.02 bloom_lvl8_weight 0.02 bloom_lvl9_weight 0.01 bloom_lvl10_weight 0.01
And now the screen shots....
Im using an, ASUS ROG Swift PG279Q 1440p monitor, so your 'mileage may vary'....but i would love to see how HLSL settings would look on a 4K display!!
Code: Select all
#
# CORE CONFIGURATION OPTIONS
#
readconfig 1
writeconfig 0
#
# CORE SEARCH PATH OPTIONS
#
rompath "j:\MAME 0.179 roms"
hashpath hash
samplepath samples
artpath artwork
ctrlrpath ctrlr
inipath .;ini;ini/presets
fontpath .
cheatpath cheat
crosshairpath crosshair
pluginspath plugins
languagepath language
swpath software
#
# CORE OUTPUT DIRECTORY OPTIONS
#
cfg_directory cfg
nvram_directory nvram
input_directory inp
state_directory sta
snapshot_directory snap
diff_directory diff
comment_directory comments
#
# CORE STATE/PLAYBACK OPTIONS
#
state
autosave 0
playback
record
record_timecode 0
exit_after_playback 0
mngwrite
aviwrite
wavwrite
snapname %g/%i
snapsize auto
snapview internal
snapbilinear 1
statename %g
burnin 0
#
# CORE PERFORMANCE OPTIONS
#
autoframeskip 0
frameskip 0
seconds_to_run 0
throttle 1
syncrefresh 0
autosync 1
sleep 1
speed 1.0
refreshspeed 0
#
# CORE RENDER OPTIONS
#
keepaspect 1
unevenstretch 1
unevenstretchx 0
unevenstretchy 0
autostretchxy 0
intoverscan 0
intscalex 0
intscaley 0
#
# CORE ROTATION OPTIONS
#
rotate 1
ror 0
rol 0
autoror 0
autorol 0
flipx 0
flipy 0
#
# CORE ARTWORK OPTIONS
#
artwork_crop 1
use_backdrops 0
use_overlays 0
use_bezels 0
use_cpanels 0
use_marquees 0
#
# CORE SCREEN OPTIONS
#
brightness 1.0
contrast 1.0
gamma 1.0
pause_brightness 0.65
effect none
#
# CORE VECTOR OPTIONS
#
beam_width_min 1.0
beam_width_max 1.0
beam_intensity_weight 0
flicker 0
#
# CORE SOUND OPTIONS
#
samplerate 48000
samples 1
volume 0
#
# CORE INPUT OPTIONS
#
coin_lockout 1
ctrlr
mouse 0
joystick 1
lightgun 0
multikeyboard 0
multimouse 0
steadykey 0
ui_active 0
offscreen_reload 0
joystick_map auto
joystick_deadzone 0.3
joystick_saturation 0.85
natural 0
joystick_contradictory 0
coin_impulse 0
#
# CORE INPUT AUTOMATIC ENABLE OPTIONS
#
paddle_device keyboard
adstick_device keyboard
pedal_device keyboard
dial_device keyboard
trackball_device keyboard
lightgun_device keyboard
positional_device keyboard
mouse_device mouse
#
# CORE DEBUGGING OPTIONS
#
verbose 0
log 0
oslog 0
debug 0
update_in_pause 0
debugscript
#
# CORE COMM OPTIONS
#
comm_localhost 0.0.0.0
comm_localport 15112
comm_remotehost 127.0.0.1
comm_remoteport 15112
#
# CORE MISC OPTIONS
#
drc 1
drc_use_c 0
drc_log_uml 0
drc_log_native 0
bios
cheat 0
skip_gameinfo 0
uifont default
ui cabinet
ramsize
confirm_quit 0
ui_mouse 1
autoboot_command
autoboot_delay 0
autoboot_script
console 0
plugins 1
plugin
noplugin
language English
#
# CORE SWITCHRES OPTIONS
#
modeline_generation 1
monitor lcd
orientation horizontal
connector auto
interlace 1
doublescan 1
super_width 2560
changeres 1
powerstrip 0
lock_system_modes 1
lock_unsupported_modes 1
refresh_dont_care 0
dotclock_min 0
sync_refresh_tolerance 2.0
frame_delay 0
vsync_offset 0
black_frame_insertion 0
modeline auto
ps_timing auto
lcd_range auto
crt_range0 auto
crt_range1 auto
crt_range2 auto
crt_range3 auto
crt_range4 auto
crt_range5 auto
crt_range6 auto
crt_range7 auto
crt_range8 auto
crt_range9 auto
#
# OSD KEYBOARD MAPPING OPTIONS
#
uimodekey SCRLOCK
#
# OSD FONT OPTIONS
#
uifontprovider auto
#
# OSD OUTPUT OPTIONS
#
output auto
#
# OSD INPUT OPTIONS
#
keyboardprovider auto
mouseprovider auto
lightgunprovider auto
joystickprovider auto
#
# OSD DEBUGGING OPTIONS
#
debugger auto
debugger_font auto
debugger_font_size 0
watchdog 0
#
# OSD PERFORMANCE OPTIONS
#
numprocessors auto
bench 0
#
# OSD VIDEO OPTIONS
#
video d3d
numscreens 1
window 0
maximize 1
waitvsync 0
monitorprovider auto
#
# OSD PER-WINDOW VIDEO OPTIONS
#
screen auto
aspect auto
resolution auto
view auto
screen0 auto
aspect0 auto
resolution0 auto
view0 auto
screen1 auto
aspect1 auto
resolution1 auto
view1 auto
screen2 auto
aspect2 auto
resolution2 auto
view2 auto
screen3 auto
aspect3 auto
resolution3 auto
view3 auto
#
# OSD FULL SCREEN OPTIONS
#
switchres 1
#
# OSD ACCELERATED VIDEO OPTIONS
#
filter 0
prescale 1
#
# OpenGL-SPECIFIC OPTIONS
#
gl_forcepow2texture 0
gl_notexturerect 0
gl_vbo 0
gl_pbo 0
gl_glsl 0
gl_glsl_filter 0
glsl_shader_mame0 none
glsl_shader_mame1 none
glsl_shader_mame2 none
glsl_shader_mame3 none
glsl_shader_mame4 none
glsl_shader_mame5 none
glsl_shader_mame6 none
glsl_shader_mame7 none
glsl_shader_mame8 none
glsl_shader_mame9 none
glsl_shader_screen0 none
glsl_shader_screen1 none
glsl_shader_screen2 none
glsl_shader_screen3 none
glsl_shader_screen4 none
glsl_shader_screen5 none
glsl_shader_screen6 none
glsl_shader_screen7 none
glsl_shader_screen8 none
glsl_shader_screen9 none
#
# OSD SOUND OPTIONS
#
sound auto
audio_latency 2.0
#
# BGFX POST-PROCESSING OPTIONS
#
bgfx_path bgfx
bgfx_backend auto
bgfx_debug 0
bgfx_screen_chains default
bgfx_shadow_mask slot-mask.png
bgfx_avi_name auto
#
# WINDOWS PERFORMANCE OPTIONS
#
priority 0
profile 0
#
# WINDOWS VIDEO OPTIONS
#
menu 0
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable 1
hlslpath hlsl
hlsl_prescale_x 6
hlsl_prescale_y 6
hlsl_write 1
hlsl_snap_width 1920
hlsl_snap_height 1080
shadow_mask_tile_mode 0
shadow_mask_alpha 0.15
shadow_mask_texture slot-mask.png
shadow_mask_x_count 6
shadow_mask_y_count 4
shadow_mask_usize 0.1875
shadow_mask_vsize 0.1875
shadow_mask_uoffset 0.0
shadow_mask_voffset 0.0
curvature 0.10
round_corner 0.10
smooth_border 0.03
reflection 0.0
vignetting 0.20
scanline_alpha 1.50
scanline_size 1.0
scanline_height 1.0
scanline_bright_scale 1.15
scanline_bright_offset 0.0
scanline_jitter 0.1
hum_bar_alpha 0.0
defocus 0.20,0.0
converge_x 0.25,0.00,-0.25
converge_y 0.0,0.25,-0.25
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 1.30
offset 0.0,0.0,0.0
scale 0.95,0.95,0.95
power 0.8,0.8,0.8
floor 0.01,0.01,0.01
phosphor_life 0.4,0.4,0.4
#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable 0
yiq_jitter 0.0
yiq_cc 3.57954545
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
#
# VECTOR POST-PROCESSING OPTIONS
#
vector_beam_smooth 0.0
vector_length_scale 0.5
vector_length_ratio 0.5
#
# BLOOM POST-PROCESSING OPTIONS
#
bloom_blend_mode 0
bloom_scale 0.28
bloom_overdrive 1.0,1.0,1.0
bloom_lvl0_weight 1.0
bloom_lvl1_weight 0.64
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.16
bloom_lvl4_weight 0.08
bloom_lvl5_weight 0.04
bloom_lvl6_weight 0.04
bloom_lvl7_weight 0.02
bloom_lvl8_weight 0.02
bloom_lvl9_weight 0.01
bloom_lvl10_weight 0.01
#
# FULL SCREEN OPTIONS
#
triplebuffer 0
full_screen_brightness 1.0
full_screen_contrast 1.0
full_screen_gamma 1.0
#
# INPUT DEVICE OPTIONS
#
global_inputs 0
dual_lightgun 0
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
@s8n: lots of things have changed in MAME since then, check the posts above.
Personally I'm waiting for GM 0.182 D3D9ex which should also come with the audio latency reduction settings.
But for HLSL settings yeah, you have to deal with more than one file and folders, plus increasingly unintelligible settings, it's become more obscure.
Personally I'm waiting for GM 0.182 D3D9ex which should also come with the audio latency reduction settings.
But for HLSL settings yeah, you have to deal with more than one file and folders, plus increasingly unintelligible settings, it's become more obscure.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
roger that makes sense , i may have to resort to using GM V1.71 for now till someone posts some mame.ini settings that are compatible with GM V1.79.........
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
BTW why 0.179 ? I doubt anyone will stick to that one while we're at 0.181 and soon 0.182, naturally the settings they'll post will integrate the new changes that may not match your 0.179
If you were expecting a monolithic, unchanging structure and settings in MAME (and GroovyMAME) from release-to-release, you're not in the right 'years', since last year that emulator has been evolving radically and they're definitely not done, there's new stuff almost every month making the previous obsolete.
If you were expecting a monolithic, unchanging structure and settings in MAME (and GroovyMAME) from release-to-release, you're not in the right 'years', since last year that emulator has been evolving radically and they're definitely not done, there's new stuff almost every month making the previous obsolete.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
i happened to find the 1.79 romset so yeah i was looking for GM to match them , you are right though in your reply.
Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
Shouldn't be a problem updating a romset w/ small update packs and CLRmamepro, which is still a thing I believe.
Strikers1945guy wrote:"Do we....eat chicken balls?!"