Reply 160 of 167, by leileilol
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I dont' think reshade scales up from a buffer so CRTs on that are probably going to be moirey...
I dont' think reshade scales up from a buffer so CRTs on that are probably going to be moirey...
leileilol wrote on 2023-05-06, 21:54:I dont' think reshade scales up from a buffer so CRTs on that are probably going to be moirey...
Crosire is working on that if i remember, but that means a visit to reshade forums, also there is the addon version.
VileR wrote on 2023-05-08, 18:18:Hm, how about RetroArch's own ffmpeg core then? Viable?
My thoughts are along the lines of taking arbitrary video sources of the 'correct' resolution (say, real hardware RGB captures), applying a shader on playback, then capturing that using OBS or somesuch.
Capturing Retroarch through OBS sucks quite a bit. Despite being 1:1 capture, OBS produces a ton of artifacting and image distortion during the capture. I've even seen VGA emulation converted by OBS into vertical scanlines!
Here's an example of what I mean, where I used a special core inside Retroarch that allows me to capture any window within Windows called "WindowCast"(which is useful to apply MegaBezel shaders and effects to a pixel art Steam game ) and apply my VGA monitor shaders:
https://www.youtube.com/watch?v=6kPeaAnuL8I
Those vertical scanlines are not present on my monitor, at all, when I am playing. Also, the shadow mask is visible(80s VGA monitor being emulated) on my screen but not on the capture.
I haven't tried the built in capture in a while, but probably should. That kind of defeats the purpose, however, for being able to stream gaming on Retroarch.
I don't have one on my own but there are people swearing on such devices called upscalers.
The main purpose is to upscale low resolutions of old video consoles/pc for high resolution TVs (Full HD up to 4K).
As a side effect many also offer CRT filters/shaders and such things.
What I read it seems to pretty work well.
Recent devices are: Retrotink 4K, OSSC Pro, Morph 4K for example.
An older device but very popular is called "Framemeister".
It’d be interesting conceptually to do an actual simulation of the beam, glass and shadow mask. Not for any actual practical use or purpose, but just as a fun simulation to make, especially if you tried to go really far on the physics accuracy.
midicollector wrote on 2024-04-13, 05:59:It’d be interesting conceptually to do an actual simulation of the beam, glass and shadow mask. Not for any actual practical use or purpose, but just as a fun simulation to make, especially if you tried to go really far on the physics accuracy.
Raytracing!! 😃
For such things, vector calculations are needed.
An GPU, FPU or SIMD (MMX/SSE/AVX) could greatly improve performance here.
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Jo22 wrote on 2024-04-13, 07:46:Raytracing!! 😃 […]
midicollector wrote on 2024-04-13, 05:59:It’d be interesting conceptually to do an actual simulation of the beam, glass and shadow mask. Not for any actual practical use or purpose, but just as a fun simulation to make, especially if you tried to go really far on the physics accuracy.
Raytracing!! 😃
For such things, vector calculations are needed.
An GPU, FPU or SIMD (MMX/SSE/AVX) could greatly improve performance here.
Even with such I do not think anything below a 4K monitor would have the pixel density required to make the effect work..
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