Greatest screen filter ever
Greatest screen filter ever
http://img577.imageshack.us/img577/8320 ... erever.png
This screenshot does it no justice, this filter will blow a lot of people away once its released.
Coming soon to a MAME near you thanks to MooglyGuy. Requires a GPU capable of running Pixel Shader 2 shaders* (3 was required previously but he cut it down apparently), won't load your CPU much at all.
EDIT: Let's say P.S. 3 for now.
This screenshot does it no justice, this filter will blow a lot of people away once its released.
Coming soon to a MAME near you thanks to MooglyGuy. Requires a GPU capable of running Pixel Shader 2 shaders* (3 was required previously but he cut it down apparently), won't load your CPU much at all.
EDIT: Let's say P.S. 3 for now.
Last edited by austere on Thu May 12, 2011 1:37 pm, edited 1 time in total.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: Greatest screen filter ever
Only 1.5 mil at the second boss? Someone needs to learn the score system or stop credit feeding 

Re: Greatest screen filter ever
austere, do you know how customisable it will be? The glare of the brighter colours is a bit much for my taste in that shot as well as the curvature (which i do not really care much about). But it does look rather cool I have to say.
Re: Greatest screen filter ever
I was/am really sleep deprived and that was the only credit (check the last digit).Sumez wrote:Only 1.5 mil at the second boss? Someone needs to learn the score system or stop credit feeding

It's extremely customisable, it's a bit difficult to understand what each setting does unless you know how the technique works but I'm sure MooglyGuy will document it thoroughly (he already has conversationally). This isn't your typical fakescanline/geometry/crappy NTSC filter, it is a 8-pass filter written from a great understanding of how CRTs work. Takes into account both temporal and spatial effects.ptoing wrote:austere, do you know how customisable it will be?
Yeah honestly, you have to see it to believe it. I ran it last night and was utterly shocked. There is nothing that even compares to this filter out there, nothing. Of course there will be ways to improve it but damn, it's good and it runs in real time.ptoing wrote:But it does look rather cool I have to say.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: Greatest screen filter ever
Thanks austere. Looks very promising. Looking forward to it...and the document on how it works 

Last edited by Necronom on Thu May 12, 2011 4:31 pm, edited 1 time in total.
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BPzeBanshee
- Posts: 4859
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Re: Greatest screen filter ever
I reckon this will be performance-intensive like any of the other filters but it certainly looks interesting.
Will this be able to be ported outside of MAME? I may suggest this to Eke-Eke for Genesis Plus GX at some point.
Will this be able to be ported outside of MAME? I may suggest this to Eke-Eke for Genesis Plus GX at some point.
Re: Greatest screen filter ever
Only on your GPU, as long as that component is good enough, you will not experience much additional load on your system! All the CPU does is share the render buffer with the GPU and call each stage of the pixel shader (which would run on the GPU, not the CPU, which runs the emulator).BPzeBanshee wrote:I reckon this will be performance-intensive like any of the other filters but it certainly looks interesting.
By the way, two more screenshots:
http://img836.imageshack.us/img836/4844/ket.png (Note: 3Mb)
http://img831.imageshack.us/img831/6295/mslug.png (Note: 4Mb)
These use nimitz's rather than LordNightmare's settings. As with the one before, this is something you have to see in action to appreciate.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: Greatest screen filter ever
Very impressive! That MS snap looks like a crt. 

Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
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worstplayer
- Posts: 861
- Joined: Sun Jun 17, 2007 6:48 pm
- Location: Slovakia
Re: Greatest screen filter ever
Does that mean it'll smooth out "every other frame" shadows in Cave games? They look horrible on LCDs.austere wrote:Takes into account both temporal and spatial effects.
"A game isn't bad because you resent it. A game is bad because it's shitty."
Re: Greatest screen filter ever
I really don't understand some people's obsession with scanlines.
And this really isn't specific to 2D shooters. People need to stop posting random MAME threads in Shmups Chat unless they actually have something to deal specifically with them.
And this really isn't specific to 2D shooters. People need to stop posting random MAME threads in Shmups Chat unless they actually have something to deal specifically with them.
Of course, that's just an opinion.
Always seeking netplay fans to play emulated arcade games with.
Always seeking netplay fans to play emulated arcade games with.
Re: Greatest screen filter ever
It's obviously more than just a cheap scanline/blur filter. This is as close to a CRT as you're going to get (at the moment, anyway).
It looks amazing, two thumbs up.
I suppose I should add, Recap should be eating his heart out right about now. This makes his 'CRT' effects on the screenshots at his site look like the badly photoshopped garbage they really are.
It looks amazing, two thumbs up.
I suppose I should add, Recap should be eating his heart out right about now. This makes his 'CRT' effects on the screenshots at his site look like the badly photoshopped garbage they really are.
Re: Greatest screen filter ever
Awesome! Will it be available to game devs as well? Sort of like a wrapper would be cool, so your can run XOP, Xeno Fighers-R etc through it.

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: Greatest screen filter ever
So, is this part of some wholly new effect system?
Looks gorgeous. I'm excited.
Looks gorgeous. I'm excited.
This filter reminds me of his screenshots (higher-res ones) more than anything, though. They look awfully similar to the ones in the Postback thread talking about the whole photoshopping process. I'd imagine he'd be nothing but happy about this.I suppose I should add, Recap should be eating his heart out right about now. This makes his 'CRT' effects on the screenshots at his site look like the badly photoshopped garbage they really are.
Re: Greatest screen filter ever
That will probably will depend on the license, i.e. upto Moogly. He's kind enough to have explained the technique though, so in principle, people can reproduce it if they have the skills. I had a similar idea a while ago but I never got around to it. He went many steps further though, this is a comprehensive solution and I don't see anyone topping it for a while to come.emphatic wrote:Will it be available to game devs as well?
Sort of! There really should be a system but at the moment it's controlled directly by the mame command line options/configuration file.KNTain wrote:So, is this part of some wholly new effect system?
I signed up to the postback forums to ask him and Eboshidori some questions because that thread was jam packed with information. Account wasn't activated, no doubt due to a bit of drama at the time.KNTain wrote:They look awfully similar to the ones in the Postback thread talking about the whole photoshopping process. I'd imagine he'd be nothing but happy about this.

<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: Greatest screen filter ever
As a self-professed visual snob, this filter does look phenomenal! The curvature seems a bit extreme though...
Will this filter work with the SDL variants of mame?
Will this filter work with the SDL variants of mame?
Re: Greatest screen filter ever
If it's customizeable, I'm sure you can set the curvature.jepjepjep wrote:As a self-professed visual snob, this filter does look phenomenal! The curvature seems a bit extreme though...
Re: Greatest screen filter ever
Yeah, when someone rewrites it in GLSL (it's in HLSL atm).jepjepjep wrote:Will this filter work with the SDL variants of mame?
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: Greatest screen filter ever
I was talking more about stuff like this:KNTain wrote:This filter reminds me of his screenshots (higher-res ones) more than anything, though. They look awfully similar to the ones in the Postback thread talking about the whole photoshopping process. I'd imagine he'd be nothing but happy about this.Udderdude wrote:I suppose I should add, Recap should be eating his heart out right about now. This makes his 'CRT' effects on the screenshots at his site look like the badly photoshopped garbage they really are.

Which has so many problems and is so far from an actual CRT that it's kind of pointless to even add the effects if they look that bad.
And then there's shit like this:

That's right, scanlines and curveature on a GBA game. Which had an LCD display. wut >_>
(Ok, so GBA screen did have slight vertical scanlines but not anything strikingly noticeable)
Last edited by Udderdude on Thu May 12, 2011 7:31 pm, edited 1 time in total.
Re: Greatest screen filter ever
The Metal Slug one isn't bad, but I see no shadowmask simulation on any of them.
Re: Greatest screen filter ever
I think the latest version will grab shadow masks from the artwork and overlay them during one of the step, haven't tried it though.
To be honest, current LCD resolution is inadequate for shadow mask emulation so I'd say it's probably better without it but I wouldn't mind a surprise.
To be honest, current LCD resolution is inadequate for shadow mask emulation so I'd say it's probably better without it but I wouldn't mind a surprise.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: Greatest screen filter ever
I agree partly - but people seem to overhype scanlines, curvature and blur as the most important part of a CRT, when in reality a good low resolution display will have a more textured and crisp appearance than a harshly scanlined and colour blurred one. Curvature is also not that noticeable if you're sitting at a decent angle.
Still, someone's looking into it, which is good
Still, someone's looking into it, which is good

Re: Greatest screen filter ever
Trust me, this is much more than what you see in the screenshots -- it goes as far as emulating jitter between the scans! A slight curvature is important to give a nice mild moire effects, making the visual acuity even higher alongside the scanlines.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: Greatest screen filter ever
Except the actual game is a lot less blurry on a real CRT! Hopefully that can be toned down...Skykid wrote:Very impressive! That MS snap looks like a crt.
Re: Greatest screen filter ever
For those who can recompile MAME:Just Desserts (aka MooglyGuy) wrote: Over the past few days I've been working on a set of shaders that allow a user to simulate many aspects of a signal being displayed on a CRT monitor. Yesterday and last night I began porting this work into MAME and MESS. There are still several things yet that need to be re-added from my standalone version (chroma subsampling, phosphorescence, and a phosphor mask), but I'm at a point where I'd like to start getting input.
If you are capable of building your own copy of MAME or MESS and have a video card capable of supporting at least Pixel Shader 3.0, please download the ZIP below, play with the settings, and let me know what you think. I'll be replying shortly with a few interesting presets.
Be sure to read the readme, and if you get an error to the effect of "Unable to load d3dx9.dll", download and install the latest DirectX redistributable package off of Microsoft's website, locate d3dx9_43.dll, put it in your c:\windows\system32 and c:\windows\syswow64 folders (the latter folder in the case of 64-bit users only), then modify d3d9intf.c line 141 to read "d3dx9_43.dll" instead of "d3dx9d_43.dll".
http://icips.us/emulation/crt/hlslmame_test2.zip
(Like he said, make sure you read the readme file.)
Source and Relevant link with heaps of screenshots.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: Greatest screen filter ever
Thanks for the link and info. I'll have a go with this tomorrow.austere wrote:For those who can recompile MAME:
http://icips.us/emulation/crt/hlslmame_test2.zip
(Like he said, make sure you read the readme file.)
Source and Relevant link with heaps of screenshots.


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Ghetto Tate
- Posts: 21
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Re: Greatest screen filter ever
Jeeze,never knew there were scanline fetishists..
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Re: Greatest screen filter ever
You haven't been in the hardware section of this board, have you?Ghetto Tate wrote:Jeeze,never knew there were scanline fetishists..
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TrevHead (TVR)
- Posts: 2781
- Joined: Sat Jul 11, 2009 11:36 pm
- Location: UK (west yorks)
Re: Greatest screen filter ever
Intresting, the few filters ive tried in the past all looked shit but this looks quite good.
Re: Greatest screen filter ever
I've just drawn a bunch of horizontal lines across my monitor with a Sharpie. Seems to have worked pretty well.
Re: Greatest screen filter ever
Aside from playing SNES and PS2 games on my old shitty TV (hooked up via RCA to make it even messier) I don´t really have any sentimental feelings for the CRT look. I actually prefer the straight-up pixel look without any filters at all (it was a great day for me when I figured out how to disable filters in MAME).
But I have to say that I´m still intrigued by this, mainly because it looks so realistic. I´ve read a very interesting article in the german "Retro" magazine that talked about how for example the barrier in Yars Revenge on the Amiga looks very ugly without the CRT blur and glow - an effect that the game designer had taken advantage of.
Filters like these defintely are interesting from the "fuzzy" side of emulation - how games actually looked, and not just the plain program side itself. Some games seem to have made deliberate use of the CRT nature in their graphics, and since these monitors are going to die out completely sooner or later, emulating this old look with more depth than just the typical "let´s slap some black lines on this" makes sense from a simulation perspective.
One thing I´ve never even thought about before is that in that the CRT makes the low resolution of these games look very different than on modern LCD/LED screens. In that Metal Slug screen it seems to me that this filter makes the graphics look more detailed than they actually are - probably because our brains tend to fill in the gaps.
But I have to say that I´m still intrigued by this, mainly because it looks so realistic. I´ve read a very interesting article in the german "Retro" magazine that talked about how for example the barrier in Yars Revenge on the Amiga looks very ugly without the CRT blur and glow - an effect that the game designer had taken advantage of.
Filters like these defintely are interesting from the "fuzzy" side of emulation - how games actually looked, and not just the plain program side itself. Some games seem to have made deliberate use of the CRT nature in their graphics, and since these monitors are going to die out completely sooner or later, emulating this old look with more depth than just the typical "let´s slap some black lines on this" makes sense from a simulation perspective.
One thing I´ve never even thought about before is that in that the CRT makes the low resolution of these games look very different than on modern LCD/LED screens. In that Metal Slug screen it seems to me that this filter makes the graphics look more detailed than they actually are - probably because our brains tend to fill in the gaps.
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