Shader Presets

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Revision as of 11:36, 25 April 2023 by Ahayri (talk | contribs) (Future)
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RetroArch/Libretro

RetroArch is able to stack shaders to create a combined effect. These complex effects are saved with a special extension:

   .cpg for CG
   .glslp for GLSL
   .slangp for Slang

The shader presets can also have parameters. This means that you can tweak them to fit your needs.

Sonkun’s crt-guest-advanced-hd presets

 
ntsc 2-phase preset Megadrive version

A mix of basic crt attributes that invokes a nostalgic vibe with a modern twist.[1]

3 shader preset folders for 3 monitor types: 1080p, 1440p and 4k so whichever monitor you have, you can choose the right shader resolution for your monitor type. Disclaimer - These presets were designed to be used on the three resolution types Sonkun mentioned above only, not OLED, 720p or other random resolutions. If you use it on any type of display besides those 3 standard displays Sonkun may not be able to help if you run into any issues. If they end up looking ok to you on your display regardless then game on.

64 shader presets to choose from per folder with 3 different phosphor types for USA, Japan and Pal that come in both warm.

Multiple cable types to choose from

Included are shader presets representing 4 cable types to choose from: rf, composite, s-video and rgb.

Sonkun created two different types of rf/composite connections, one for ntsc 2-phase and one for ntsc 3-phase. Most systems used the 2-phase output but a few systems used the 3-phase output as well. Sonkun created a list of the common retro systems on RetroArch to choose the right connection for the right system.

Systems that used the ntsc 2-phase output:

  • Amstrad GX4000
  • Atari 5200
  • Atari 7800
  • Atari Jaguar/CD
  • Commodore CDTV
  • Commodore Amgia CD32
  • Fairchild Channel F
  • Magnavox Odyssey 2
  • Mattel Intellivision
  • Nintendo 64/DD
  • Nintendo GameCube
  • NEC PC Engine(Turbo Grafx)/CD
  • NEC SuperGrafx
  • Panasonic 3DO
  • Philips CD-i
  • SNK Neo Geo AES
  • SNK Neo Geo CD
  • Sega Megadrive(Genesis)/CD/32X
  • Sega Dreamcast
  • Sega Pico
  • Sega Saturn
  • Sony PlayStation
  • Sony PlayStation 2

Systems that used the ntsc 3-phase output:

  • Atari 2600
  • ColecoVision
  • Nintendo Famicom/Nintendo Entertainment System
  • Sega Master System
  • Sega SG-1000
  • Super Famicom/Super Nintendo Entertainment System

Only a few systems used the 3-phase output but that output produced a different diagonal dithering color/artifact effect on the screen for those specific systems that the 2-phase output didn’t and Sonkun wanted to recreate those outputs with these two types of ntsc shader presets.

Sonkun also created a rf/composite ntsc 2-phase preset strictly for Megadrive/Genesis that recreates the accurate rainbow dithering effects so you have two options for rf/composite dithering/rainbows that you can choose from.


HSM's Mega Bezel

 
HSM's mega bezel intro animation (Can be customized and turned off)
  • Auto-Generated Bezel around the tube area
  • Dynamic Reflections on the Bezel
  • Images can be added for background, LEDs, PVMs :wink: etc
  • Easily scale the game screen, including integer scale
  • Crop edges of the the game image
  • Dual screen support for emulated systems like Nintendo 3DS (Emulated by Citra) or Nintendo DS (NDS)
  • And lots more :slight_smile:
  • Also Runs on Xbox Series S, Xbox Series X and Steam Deck

HSM's Mega Bezel - Extra

CyberLab Mega Bezel Death To Pixels

TheNamec Mega Bezel Packs Amiga, Commodore 64, VIC20, CRTgaming

Duimon Mega Bezel Graphics

Zomb's Mega Bezel Pack


"libretro-wincapture" for emulators like "xemu"

WindowCast for Libretro (formerly WGC Window Capture) Libretro core to capture the contents of another window for video processing. This is useful, for say, capturing the output of a standalone emulator (like xemu, Dolphin standalone, RPCS3 or PCSX2 nightlies) or a PC game running in a window and then processing it with RetroArch's shader stack. This core uses software blit, and should support running with any RetroArch video driver (vulkan, d3d11, gl, etc). However, the method used for window capture is Windows 10/11 specific and requires a Direct3D 10/11 capable GPU. Audio or input is not handled, and it is expected that the game will be running in the background.

Future

Already here thanks to Virtual Reality game room simulation projects. A VR game room simulation provides a simulated game room; within that room there are arcade machines or one or more classic consoles connected to ordinary 2d screens that the user can interact with as they would a real-life TV.

Main article: Virtual_reality#VR_game_room_simulations
 
EmuVR rooms

External Links