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How To Remove Fuzzy Background On Games In Recalbox

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Post subject: Raspberry Pi Resolution settings advice

Post Posted: Thu Feb 02, 2017 8:thirty am



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:arrow: Yo techy bros,

I am having a conundrum with Snes resolution in retroarch. My HW is every bit follows:

Raspberry Pi with emulationstation (irrelevant) running retroarch into two different monitors. One is 800 x 600 LCD, the other 640 ten 480 CRT, both via VGA and both 60hz displays. I take a true 640 10 480 scanline overlay and Retroarch global config is set to 640 x 480 default video resolution beyond all emulators.

Now I don't think the average gamer would detect this, simply to my optics SNES emulation is slightly off in terms of brandish. Hard to explain, but the pixels appear slightly more 'jagged' and slightly fat in places. I plant actually switching off the Integer setting fires the occasional stretched row of pixels (I spotted text at the bottom of Goemon was corrected with integer off) but the overall display is but non quite uniform.

Additionally there'due south what looks like some kind of Five-Syncing fault happening with SNES stuff: when the image scrolls or when a sprite moves up and down there'due south a kind of 'scaling' happening, like a ripple effect over the graphics. There's likewise a full general 'shimmer' on sprite move and background movement. I've turned off the scanline overlay and information technology's still there, I've turned off V-Sync and it's still at that place.

The emulator is SNES 9x 2010

Comparatively Mega Drive emulation is clean as a whistle, equally is PCE and nearly other stuff I've checked.

I've switched video resolution for the SNES through just well-nigh everything I can without losing the image, but it just reduces the overall screen size (and off centers it severely) and doesn't seem to solve the problem.

Ideas?

Thanks much!

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Post subject: Re: SNES resolution in emulation strange - Retroarch - advic

Post Posted: Thu Feb 02, 2017 10:43 am



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Well SNES games are typically run at 256x224, which means stretching to make full the screen vertically on say 640x480 wouldn't be kosher. You need a little scrap of letterboxing (black bars on the meridian and lesser of the screen). Also any sort of aspect correction on the horizontal axis will also cause shimmering and misshapen pixels.

And so for a 640x480 screen, you'd want the SNES 2x scaled to 512x448, and that'southward of course going to leave black borders all the way around.

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Post subject: Re: SNES resolution in emulation strange - Retroarch - advic

Post Posted: Thu Feb 02, 2017 11:23 am



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FBX wrote:

Well SNES games are typically run at 256x224, which ways stretching to fill the screen vertically on say 640x480 wouldn't be kosher. Y'all need a little flake of letterboxing (black bars on the top and bottom of the screen). Also any sort of aspect correction on the horizontal axis volition too crusade shimmering and misshapen pixels.

So for a 640x480 screen, you'd want the SNES 2x scaled to 512x448, and that's of course going to leave blackness borders all the mode around.

You're the man, man. Looks perfect at present, I should have considered checking the native video output, I but thought for some reason Retroarch would have a fashion of 'automating' it accurately at full screen (fifty-fifty the 2x integer setting is wrong, stretching vertically to hit the superlative and bottom of the screen).

I have blackness borders all the way around, but that's preferable to the display inaccuracy at total screen. At present how do I save retroarch video configurations by emulator - a new challenge awaits.

Appreciate your help FBX.

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Post subject area: Re: SNES resolution in emulation strange - Retroarch - advic

Post Posted: Thu February 02, 2017 3:10 pm



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Information technology's still innaccurate, the SNES used not-square pixels, pregnant the image was displayed equally 4:3 on a Telly. As a issue, a 2x integer scale on a SNES produces a squashed image as compared to a real SNES.

There may be something you can practice with scaling filters/shaders to go the correct attribute ratio without the shimmering trouble while maintaining relatively sharp pixels. This description of the Pixellate shader seems promising:

Quote:

This shader is supposed to appear the aforementioned as nearest neighbour (aka "unfiltered"), except with minor corrections when using a non-integer scale that are increasingly less noticeable the college it is scaled. This shader is very useful to anyone who wants to keep things as precipitous as possible without worrying most scale factors. Available in XML and Cg shader formats.

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Post subject area: Re: SNES resolution in emulation strange - Retroarch - advic

Post Posted: Thu Feb 02, 2017 4:08 pm



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Yous should be able to eliminate those borders while maintaining the original (lack of) scaling.

I don't take feel with VGA CRTs, but on my PVM I run resolutions of 2560x240 and 2560x224 depending on the organisation/game. The big horizontal resolution allows identical pixel widths while filling the entire horizontal infinite, no matter the horizontal resolution of the source. You lot can do something similar with a VGA monitor:

https://gist.github.com/Monroe88/dbd3e01252afa5c50690

If you lot have just 640 horizontal pixels, you'll get uneven scaling unless the source H-resolution is 320 or 640, or else you'll need those blackness bars. Nonetheless, since CRTs have effectively unlimited horizontal resolution, you lot can get perfect horizontal resolution that fills the screen no matter the source.

For the vertical resolution, it shouldn't be a problem, though I take an consequence with Retroarch specifically (and I'd like to know how this works for you). I'll repost my post from another forum and hopefully someone can help me out with this issue:

Quote:

I am withal having i problem. For consoles that output 224 vertical lines instead of 240 (like Genesis), I can't find a manner to display the image without black bars at the top and bottom of the screen (viii pixels each). I have 2560x240 and 2560x224 resolutions defined for my monitor, and in something like MAME, if a game runs at a native vertical resolution of 224, I simply gear up my desktop to the 224p resolution, run the game, and it takes up the full screen with 1 to 1 line scaling. However in Retroarch, it does something very odd. Upon booting up a core, it actually changes the way the 224p resolution is displayed in such a fashion that scrunches upward the vertical lines, then that 8 black lines are displayed at the superlative and bottom. Every bit far every bit Windows is concerned, the resolution is indeed 224p, and if I exit fullscreen manner, the scrunching persists, and my mouse cursor cannot enter those 8-pixel tall black confined. As shortly equally I exit Retroarch, the scrunching goes abroad, and the 224p resolution reaches the acme and bottom of the screen again. If I enable windowed fullscreen mode, it actually just treats the screen as 240p (overriding the desktop setting), applying ugly scaling to the picture to make it fill the full screen.

This problem happens whether or non I specifically define video_resolution_x and _y in the .ini file. Information technology's really odd. I should note that because I take a custom viewport of 2560x224 set, the displayed image is identical whether my screen resolution is 240p or 224p; both have the blackness borders. I can of course remedy this trouble past going into my monitor's service menu and changing the vertical stretch, but this is pretty cumbersome, and I'd like to avoid this and have information technology only work like MAME in this regard. Whatever help would be appreciated!

edit: Oh also, as a generally useful tip, you can apply "integer scaling" and a custom viewport in the Retroarch video settings to ensure that both H and V resolutions are a multiple of the native resolution of the machine in question. But brand sure "configuration per core" is enabled, and know that later checking "integer scaling" it won't automatically apply new viewport numbers; you'll have to set those numbers after checking "integer scaling."

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Post subject: Re: SNES resolution in emulation strange - Retroarch - advic

Post Posted: Thu Feb 02, 2017 6:18 pm



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Hey guys,

Thanks for the info. Then I spent all evening trying to prepare correct resolutions for a ton of consoles based on their native res at 2x scale.

Most of everything from Medico to Famicom appears perfectly decent, but in that location are two that are perplexing:

Neo Geo - looks admittedly crystal clear graphically but I noticed that scrolling backgrounds (Metallic Slug for instance) have a very slight judder when in move. No idea what's causing it. It'south set at a custom resolution of 2x the Neo Resolution of 308x224 because the 320x224 didn't look quite right (I know there's some debate about the optimal resolution for NG).

Only the motility judder is odd.

2d issue is SNES yet - even though the pixels are accurate to the point that the shimmering and scaling effects are gone, my 640x480 scanline overlay is appearing 'banded' over sections of flat colour (like background sky). It'south faint merely definitely at that place!

@linko9 Pretty much everything is displaying inside a blackness box, that is to say blackness borders all around - but I don't listen the trade off for an accurate display.

I'1000 going to slumber now equally information technology's 2am my side of the world, but I'll take a look at your suggestions for getting rid of the borders tomorrow and tell you what I mange observe.

@Guspaz Thanks for the info! I tend to favour overlays to keep speeds healthy, but I'll definitely have a look at the shader tomorrow and encounter if it helps whatever.

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Post subject field: Re: SNES resolution in emulation strange - Retroarch - advic

Post Posted: Thu Feb 02, 2017 vii:35 pm



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Unless I'm misunderstanding the problem, that "motion judder" tin can only be eliminated by enabling vsync. Keep in listen vsync volition add 1 frame of input lag, HOWEVER yous can reduce that somewhat past increasing the "frame delay" setting. Set it every bit high as your hardware will allow for each system without any slowdown/stuttering.

As for the scanline overlay, is it possible that it's trying to apply the blueprint to a 480 pixel tall area, rather than the 448 pixel alpine area it should exist? That could be causing the problem (crushing a 480 tall effect into a 448 alpine window), though I've never used overlays myself.

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Post subject field: Re: SNES resolution in emulation strange - Retroarch - advic

Post Posted: Fri Feb 03, 2017 two:54 am



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linko9 wrote:

Unless I'm misunderstanding the problem, that "motility judder" can merely be eliminated by enabling vsync. Continue in mind vsync will add together 1 frame of input lag, HOWEVER you can reduce that somewhat past increasing the "frame delay" setting. Set information technology as loftier as your hardware volition allow for each system without whatever slowdown/stuttering.

Well 5-Snyc is already on. Information technology'south not like screen tearing or annihilation, just a feel that the background isn't completely smooth in motion. I'll exam frame delay and other options today and meet what I can deduce.

Quote:

As for the scanline overlay, is it possible that it's trying to employ the pattern to a 480 pixel tall area, rather than the 448 pixel tall area it should be? That could be causing the trouble (crushing a 480 alpine effect into a 448 tall window), though I've never used overlays myself.

That would make sense I suppose. For some reason I thought the overlay was corresponding to display output of 640 ten 480 rather than paradigm dimensions. For example I accept adjusted everything I can to native resolution on a 2x scale and haven't noticed the aforementioned problem on other consoles... Yet. I'll comb over all this stuff today.

Thank you for your help fellas, much appreciated!

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Post subject area: Re: Resolution settings advice in emulation

Post Posted: Friday February 03, 2017 5:03 am



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I retrieve the Metallic Slug background scrolling non feeling shine plenty is just my eyes. I tested it at various resolutions and it's the same beyond the board. Perhaps its the speed that MS's backgrounds curl that's odd. Other games seemed fine. The frame delay is a great tip though for optimisation, thanks for that.

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Mail service subject: Re: Resolution settings advice in emulation

Post Posted: Fri Feb 03, 2017 five:37 am



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There have been improvements to SNES9x since 2010. The long-awaited v1.54 was released not too long ago, and then I'd suggest trying that as well. And I'm certain you already know this, but you're far more probable to take pleasing results emulating Neo Geo in GroovyMAME than in RetroArch.

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Mail subject: Re: Resolution settings advice in emulation

Post Posted: Fri Feb 03, 2017 vii:34 am



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WelshMegalodon wrote:

There have been improvements to SNES9x since 2010. The long-awaited v1.54 was released not too long agone, so I'd suggest trying that too. And I'grand certain you already know this, just you're far more likely to have pleasing results emulating Neo Geo in GroovyMAME than in RetroArch.

Unfortunately I'1000 experimenting with the Raspi at the moment and that means I'thousand stuck with retroarch nether emulationstation. To exist honest I'g very happy with performance for such a tiny device, it has a huge amount going for information technology. Retroarch is overcomplicated, but information technology does plenty for me.

I'll brand tweaks where possible and endeavour to have information technology gear up optimally. I haven't noticed whatever real probs with Neo Geo emulation as yet.

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Mail service subject: Re: Resolution settings advice in emulation

Post Posted: Fri Feb 03, 2017 10:18 am



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just a hint: Metallic Slug isn't a skillful benchmark for scrolling, since it's a 30fps title.

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Post subject: Re: Resolution settings communication in emulation

Post Posted: Fri Feb 03, 2017 10:29 am




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Another hint: the 240p exam suite scrolling grid is the best benchmark for scrolling.

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Post subject: Re: Resolution settings advice in emulation

Post Posted: Fri Feb 03, 2017 11:59 am



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Fudoh wrote:

merely a hint: Metal Slug isn't a good criterion for scrolling, since it'due south a 30fps title.

Ah right, that might explicate it.

ZellSF wrote:

Another hint: the 240p test suite scrolling grid is the best criterion for scrolling.

Sweet, I'll check that out, thanks.

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Post subject: Re: Resolution settings advice in emulation

Post Posted: Fri Feb 03, 2017 iii:42 pm



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Today's experimenting:

Guspaz wrote:

Information technology's even so innaccurate, the SNES used non-square pixels, significant the paradigm was displayed as 4:iii on a Tv. Every bit a result, a 2x integer scale on a SNES produces a squashed image equally compared to a real SNES.

In that location may be something y'all can do with scaling filters/shaders to get the right aspect ratio without the shimmering problem while maintaining relatively sharp pixels. This clarification of the Pixellate shader seems promising

I tried the Pixellate shader and can't see much discernible difference. After scaling the moving picture to full screen the shimmering and scaling still occurs on moving objects. I tried with and without scanline overlays, and combined with other shaders. No dice. When it'south applied on its ain at 2x calibration I'm struggling to come across what it even does graphically tbh.

linko9 wrote:

You should be able to eliminate those borders while maintaining the original (lack of) scaling.

Yet to try this. Today I tried various shader + overlay combos and settled with shader CRT-PI VERTICAL (no idea why this 1 has horizontal scanlines...?) with all settings at 'don't intendance' plus 640 10 480 scanline overlay at 40% opacity. Looks quite beautiful, if a little darker than normal. The colours are really rich though.

I'm curious what shader combos you guys use for things actually, if you wouldn't heed sharing - and with the regular CRT-PI shader, is that just meant to look like a cross-hatch mesh? Similar to a howdy-res monitor (or possibly like a BVM?) CRT-PI doesn't seem to work with a scanline overlay, it merely gets darker overall without showing the scanline increase.

Thank you for your aid.

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Post subject: Re: Resolution settings advice in emulation

Post Posted: Fri February 03, 2017 iv:xiii pm



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I believe that Pixellate is intended to basically exist similar nearest-neighbor filtering, simply with interpolation along pixel boundaries to make the pixel sizes even when using not-integer scaling factors, but I'one thousand speculating. It's possible that 640x480 is just too low resolution for this to work properly.

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Post subject field: Re: Resolution settings advice in emulation

Post Posted: Fri Feb 03, 2017 4:49 pm



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Pixellate is really nice, as it'southward indeed intended for college resolutions. Works nicely with 720p on the Pi3 (and swell with 1080p on other platforms, but the Pi struggles using the filter at 1080p).

What you need is a filter that keeps the 2x vertical scaling and applies a high integer scaling on the horizontal (eastward.g. 4x or 5x) followed by a linear downscale to 640 (or 720) pixels. I'm not sure on how the Retroarch filters piece of work, but it should be possible to get the 5x/2x scaling done in the emu settings while a shader takes care of the filtering and down scaling.

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Mail service subject: Re: Resolution settings advice in emulation

Post Posted: Friday February 03, 2017 v:14 pm



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Well at the moment I'm working on a projection for a 640 x 480 CRT brandish, and then if Pixellate doesn't work at that resolution that would explain information technology. The LCD I was testing on has a resolution of 800 x 600, simply I haven't tried bumping upward the video resolution on the configuration with that one yet.

In the time to come I'd like to configure a Pi for an HDTV and then in one case I know more about setups I will give Pixellate and other things a go.

I'm using a Pi3 BTW.

I'm still curious about your shader configurations and would be interested to hear some examples.

Fudoh, I read your mail service three times and I'chiliad non 100% certain how to configure all that stuff, merely I'll give it a shot if yous tin can suspension it downwardly for me. I'm new to shaders and shader configurations, a NOOB if you will!

I'g off on vacation a few days from tomorrow just will keep on it when I return.

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Post subject: Re: Resolution settings advice in emulation

Post Posted: Fri Feb 03, 2017 8:31 pm



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Quote:

I'yard nevertheless curious about your shader configurations and would be interested to hear some examples.

On the Pi I employ Pixellate for all non-scanline situations and a tweaked version of CRT Caligari (stronger scanlines).

Quote:

Fudoh, I read your mail service 3 times and I'm not 100% certain how to configure all that stuff, but I'll give it a shot if y'all can pause it down for me. I'm new to shaders and shader configurations, a NOOB if you will!

no idea, sorry. But you could try how the shaders react to setting prescale factors within the emus.

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Mail service subject: Re: Resolution settings advice in emulation

Post Posted: Fri Feb 03, 2017 x:24 pm



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Skykid, any experience with using RetroArch via control line? I'm wondering whether it's less painful without that atrocious GUI, and the devs do claim it'southward a command-line program at eye at its cadre.

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Post bailiwick: Re: Resolution settings advice in emulation

Post Posted: Friday February 03, 2017 11:11 pm



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WelshMegalodon wrote:

Skykid, any feel with using RetroArch via command line? I'm wondering whether information technology's less painful without that awful GUI, and the devs practice claim it's a control-line program at heart at its core.

Nope, only used the control line (or Final) for installing and setting upwards Floob'due south video managing director, but that was earlier I opted for a CRT setup and is made for 720/1080 resolutions - and then ended up being redundant for the fourth dimension being.

Fudoh wrote:

Quote:

I'thousand still curious about your shader configurations and would be interested to hear some examples.

On the Pi I employ Pixellate for all non-scanline situations and a tweaked version of CRT Caligari (stronger scanlines).

Right and you utilize those in conjunction with each other (2 shader passes?)

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Post bailiwick: Re: Resolution settings communication in emulation

Post Posted: Sabbatum Feb 04, 2017 12:28 pm



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Quote:

Right and you lot use those in conjunction with each other (2 shader passes?)

no, information technology's either or. I replaced the two standard shaders Recalbox uses. The tweaked CRT caligari offers a very PVM/BVM similar look, while Pixellate gets rid of the imperfect scrolling without any scanlines (but my Pi does output at 720p).

Have you gone through all the available shaders ? If y'all configure the controller right, y'all can modify these on-the-fly during the running emulation. If you keep the integer scaling option on the emustation gui enabled (to get that vertical 2x calibration) you might be able to notice a shader that helps you with the hoizontal scrolling issues.

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Mail service subject: Re: Resolution settings advice in emulation

Post Posted: Sat Feb 04, 2017 1:l pm



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Fudoh wrote:

Quote:

Right and you use those in conjunction with each other (2 shader passes?)

no, it's either or. I replaced the two standard shaders Recalbox uses. The tweaked CRT caligari offers a very PVM/BVM like look, while Pixellate gets rid of the imperfect scrolling without any scanlines (but my Pi does output at 720p).

Have y'all gone through all the available shaders ? If you configure the controller right, you can change these on-the-fly during the running emulation. If you keep the integer scaling pick on the emustation gui enabled (to get that vertical 2x calibration) you might be able to discover a shader that helps you with the hoizontal scrolling issues.

Right, but it sounds like Caligari and Pixellate accept two useful functions, and so I'thousand wondering why they're not used in conjunction (or does information technology mess upwardly the image?)

I use the keyboard hotkeys to cycle shaders currently, but the default set aren't peculiarly geared toward 640x480 so a lot of them don't render too well.

I'm surprised y'all're using Recalbox over Retropie, I had a go with information technology and constitute it likewise limited.

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Mail service subject: Re: Resolution settings communication in emulation

Post Posted: Sat February 04, 2017 two:27 pm



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Quote:

I'chiliad surprised you're using Recalbox over Retropie, I had a go with it and constitute it too limited.

cause for the hour (or so) every other week I find to actually play something I actually appreciate the limited options of Recalbox.

Quote:

Right, but it sounds like Caligari and Pixellate have two useful functions, then I'1000 wondering why they're not used in conjunction (or does it mess up the image?)

which are ? Caligari offers the same horizontal oversampling, just paired with a low-cal raster effect, some blur and scanlines and since Pixellate doesn't piece of work with your depression resolution output, there'south footling else to choose from. I'thou not sure what kind of output y'all're exactly looking for, merely my best judge is that CRT Caligari plus a vertical integer scale should be fine.

If yous run your games without any shader applied, simply with integer scaling enabled, the vertical scrolling issues should't be there. I don't how MD or PCE emulation would be any different than SNES here. By default the horizontal scrolling is ever buggy, unless y'all either chose a integer scaling hither too (which gives y'all a narrow image) or y'all employ a shader. Almost all shaders should gear up the horizontal scrolling right away.

Why Recalbox and Retropie default to a setting without shaders and just offer integer scaling on the vertical is beyond me. I observe the horizontal scrolling issues to be astringent.

I would simply endeavor to find a shader that gets "nearly things" right so go into tweaking the shader itself, due east.g. minimize the mistiness on Caligari or adjust the scanline setting (if you want those).

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Postal service subject: Re: Resolution settings advice in emulation

Post Posted: Fri Feb 10, 2017 4:47 am



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Hey Fudoh and others!

So I got dorsum to my setup, downloaded a libretto shader pack and transferred crt-caligari.glslp to the post-obit dir: /opt/retropie/configs/all/retroarch/shaders

Oddly enough, after restarting, information technology doesn't announced in the shader list with all the other shaders in the retroarch carte du jour under the shader configuration. I went to the organization configuration and constitute it there, and applied information technology as default for SNES. When going into SNES, the shader appears as practical in the retroarch menu - only in that location's zilch visual alter on screen.

I'm 95% sure that it'due south considering it'south not showing upward in the default list (along with cry-pi and a host of others) that it'southward not displaying for me. The question is, which directory is it meant to get in, and am I supposed to have a corresponding cg file somewhere for this to work properly?

Appreciate the help!

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Post subject: Re: Resolution settings advice in emulation

Post Posted: Sat Feb 11, 2017 four:39 am



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Postal service field of study: Re: Resolution settings advice in emulation

Post Posted: Sabbatum February xi, 2017 x:05 am



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I have never configured shaders in Retropie (just in Recalbox).

You can check if the given files paths in the GLSP files friction match the location of the GLS files (which are the bodily shaders) subsequently you copied them to their intended destination.

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Mail service subject: Re: Resolution settings advice in emulation

Post Posted: Sabbatum Feb 11, 2017 11:fourteen am



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That already sheds some light on it! So there are two different files that need to be placed in two unlike paths? :idea:

I only establish info on Google telling me where the file path is to place the shaders: /opt/retropie/configs/all/retroarch/shaders

Sure enough, all the other shaders are in there in glslp format, but when trying to access the newly inserted shader through the frontend in retroarch config (caligari), it's just non in the file listing.

So what is a GLS file - something that instructs the system that a new shader is assigned/exists? I take no thought where they're located afterwards twenty minutes rifling through FileZilla. I wish documentation for doing this was a picayune more than clear. :(

EDIT: This is the unabridged content of the caligari.glslp file:

Quote:

shaders = 1

shader0 = shaders/crt-caligari.glsl
filter_linear0 = false
scale_type_0 = source

Seems rather light on lawmaking... :|

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Postal service discipline: Re: Resolution settings advice in emulation

Post Posted: Sabbatum Feb 11, 2017 11:25 am



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Quote:

I simply constitute info on Google telling me where the file path is to place the shaders: /opt/retropie/configs/all/retroarch/shaders

that'south where you place the GLSP files.

Quote:

This is the unabridged content of the caligari.glslp file:

meaning you lot need another subfolder "shaders" and in it a GLSL file (which has the actual code).

Use these files hither. Information technology's not complicated. All files are there. Just make sure both files are present for all shaders and the paths are correctly set.

https://www.sendspace.com/file/s4ll1p

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Postal service subject: Re: Resolution settings advice in emulation

Post Posted: Sat Feb eleven, 2017 12:23 pm



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Fudoh wrote:

Quote:

I only establish info on Google telling me where the file path is to place the shaders: /opt/retropie/configs/all/retroarch/shaders

that's where y'all place the GLSP files.

Quote:

This is the entire content of the caligari.glslp file:

meaning you need another subfolder "shaders" and in it a GLSL file (which has the actual code).

Use these files here. It'south not complicated. All files are there. Only make sure both files are present for all shaders and the paths are correctly set.

https://world wide web.sendspace.com/file/s4ll1p

Ok many thanks big F! I'll grab those when I'm dorsum on the PC and see if I can figure it out.

Merely odd matter is this is the but file I got for caligari when I dl'd the libretro shader pack. Anyway, hopefully it will come clear when I see your files. Appreciate the help!

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