VOGONS


3dfx filter shader!

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Reply 60 of 67, by snorg

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Damn, Leilei, that is one sexy model up-thread.

Reply 61 of 67, by Matsilagi

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Sorry for the bump again but, any updates on this?
I took a look at the C version of it but it was too hard for me to understand but it also had VM stuff on it i guess, which made it even harder to understand.

Reply 62 of 67, by sliderider

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The 3dfx version looks brighter and if you look at the little bits of lava it also looks like a deeper, more reddish, orange. That was one of the things that I always liked about the output from 3dfx cards, the colors seemed more vivid.

Reply 63 of 67, by Matsilagi

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Bumping this once again because i got someone to port the shader to ReShade (this time i promise it will not be included on any shader pack)

Here it is working on Unreal Gold with dgVoodoo (DX11, will work on certain OpenGL quake ports and OGL wrappers aswell)

The port is based on the one from libretro. So incase its a bit old, then this one will be a bit old aswell (judging from what you said about the C version from the PCem beign the newest, i suppose this one is old, but not THAT old)

I would also love some presets, im using the gamma at 1.7 like the SweetFX version to mimic Voodo Banshee graphics with the other default values from LibRetro, however, i want some other presets too (i think some of those values are wrong since you can see the purple/black too much and the screen looks a bit too bright).

Here's a link for the shader: https://mega.nz/#!gFcjiQqK!eKBPcb3vHjLnqWSk2_ … efDRdLQ1bY8Vf5M (just place next to the ReShade dlls and enable it by opening the FX file with Notepad++ and changing USE_3DFX from 0 to 1)

Reply 64 of 67, by leileilol

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I'm doing research on a Voodoo2 and i've apparently there's differences.

The Voodoo2 applies the filter differently
- It does not add purple lines (i've gamma'd up on my monitor so hard I couldn't find any unless there is a variable that can bring this back)
- it averages the differences of 4 pixels for every pixel and then adds them with a threshold clamp, and this threshold is given to 0x230 (default 0x080408)
- it can smear without falloff which may imply non-recursion. On some games with 1px vertical lines in their interfaces i've seen it smear 4 times around with no seemingly fade off.
- the filtering seems to be a lighten blend only? I haven't seen ringing and darker left edges
- the gamma comes before the filter (I believe this is the case since the oversampled gamma artifacts do not have their dithering affected as hard even with 0xFFFFFF but i may still be hugely wrong and mistaken here!!!!)

The Voodoo3 however (which I based my filter shader upon):
- adds purple lines for 4x1, but adds purple entirely for 2x2
- the lines appear before the filter and get involved with the filter
- the gamma is applied on the filtered picture

apsosig.png
long live PCem

Reply 65 of 67, by leileilol

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Does this look right to anyone here?

apsosig.png
long live PCem

Reply 66 of 67, by F2bnp

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Would trying the same spot on real hardware answer your question? If yes, send me the save files for that spot and I'll compare between Voodoo 1 and Voodoo 2.

Reply 67 of 67, by Matsilagi

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leileilol wrote:

Does this look right to anyone here?

Is this still being updated?
I've tested on an old Voodoo2 machine and the result looks correct. Wanted to know where I can grab that version to test on different games.