Yeah, I’ve tried using cgwg’s shader in SweetFX (called AdvancedCRT I believe) with various modern “retro” titles. That can be worked around but will hurt performance some. It also leverages some capabilities of RetroArch’s shader backend that aren’t likely to be available in Dolphin/SweetFX, like using srgb framebuffers to reduce the computational load of operating in linear colorspace. From my brief experience with cgwg’s CRT shader on SweetFX, I recall there being some way to force lower res, so it’s probably the best place to start looking for inspiration.Įasymode-halation is multipass, so that complicates things quite a bit. On the bright side, if we can downsample the image before feeding it into the shader, it should look as good as if it were rendered at that low res natively, as long as the pixel art is done with a uniform pixel size (Shovel Knight, for example, should look good Hotline Miami, however, will likely have issues with the downsampling). Most of the modern pixel art games are running at a higher internal resolution, as well, unfortunately, even if they look low-res. If you set mupen64plus’ internal resolution to >320x240, the CRT effects don’t look right, regardless of the output resolution.
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