I wrote a new shader which should replace the old one on the shader repository. the idea behind is a little bit too naive, it just blends the picture horizontally instead of using pairwise disjointed pixel pairs. Well, after my argument with dogway I compared all the mentioned methods we have to deal with snes hires games and I actually had to find out that the snes-hires-blend.cg shader indeed has problems. There was a server crash so a lot of this discussion is gone, my last post is also lost. VshrpD = mt_makediff(Vshrp,vblur,U=uv2,V=uv2) VblurD = mt_makediff(clp,vblur,U=uv2,V=uv2) This is the code: function VinverseD(clip clp, float "sstr", int "amnt", int "uv") Using the internal SNES shader should be desirable, but if for any reason is not possible in avisynth there is a function for similar situations (cleaning up interlaced left overs) called Vinverse. Yes, I also would like to see improvements on this side, all sega genesis games for example need this kind of processing and they look extremely blurred. So, my question is: does a shader exist that can replicate what a version of Snes9x from 2002 does? If not, is it possible to create one? Please see my attachment for a comparison of the various ways pseudo-hires is handled across several SNES emulators, with and without blending. Well, I was messing around with an ancient version of Snes9x for fun (version 1.39 to be exact), and lo and behold, not only did it have support for pseudo-hires, but it blends it perfectly with zero horizontal blur, something modern Snes9x and no shader I know of manages. However, would it not be nice to have both a sharp picture AND the intended transparency effects? GTU is more consistent, as when set to a horizontal resolution of 256 pixels, it just blurs everything regardless. From what I know, the SNES did no filtering on its own, as it essentially came down to composite cables and the typical blurriness of CRT TVs to do that, so adaptive blending that blurs whenever pseudo-hires is detected is definitely not accurate. ![]() The problem with these shaders and filters, however, is that they tend to horizontally blur the image, either altogether or only on screens that implement pseudo-hires. Standalone Snes9x also has an option within the display settings for this, which appears to just enable a filter similar to snes-hires-blend. Off the top of my head, I know GTU, snes-hires-blend, and Blargg’s NTSC filters can do this. There are several shaders that achieve this blending effect. Thing is, the parts of the screen that were intended to be transparent required blending from the TV side, otherwise it results in said parts looking like a bunch of disconnected vertical bars. Nintendo/Snes logos by Dan Patrick and David Pustansky.As most of us might know, some SNES games run in a mode called pseudo-hires, which a few games such as Jurassic Park and Kirby’s Dreamland 3 used to create transparency effects.Overlay config created with the RetroPad editor by.Special thanks to reddit user Kuroiryuu for the dark theme idea,Īnd help in color and font optimizations.(square displays like crt tv’s, vga monitors, lcd panels, etc.) Otherwise you’ll get displaced controls. Set the “AUTO SCALE OVERLAY” option to ON in non wide displays.Otherwise set the video scaling manually to fit your device display. Set the screen scaling to 4:3 in a 16.9 display to get a fullscreen perfect overlay fit.Use Vulkan or any Open GL driver (Direct X drivers are buggy with animated overlays).In-screen bezel removed (won’t interfere with shaders).(set the “AUTO SCALE OVERLAY” option to ON for non wide displays) No more black empty sides on ultra wide displays. ![]() Fixed flashing non animated elements when clicked/touched.
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