![]() ![]() More than two years later, the swiss-army-knife of visual simulation to enhance the retro game experience is ready for players! Sonic with a Blended Waterfall, Genesis Preset and graphics by Duimon The Mega Bezel Project started back in July 2019 when developer HyperspaceMadness was looking at experimental shaders creating real-time reflections on emulated display bezels. Console branded tv by Soqueroeu, great for playing on a big screen in the living room A fresh and unique starting point for the retro game lover. Making it incredibly easy to customize, and yet performant. Getting the best out of post-processing with the latest CRT shaders fused into a “one stop” solution. Getting the sweet spot between ease of use and customization can be a time-consuming process, and sometimes requires a deep insight of how old technologies worked: refresh rate, aspect ratio, scaling, overscan, deconvergence are terms which we may or may not be familiar with, and these all play an important part in building a retro gaming experience that feels better, yet passionately authentic.īuilding an idealized CRT (cathode ray tube) like display experience. Technicolor shader, this version uses cyan, magenta, yellow and red/orange filters.RetroArch keeps introducing innovations to the retrogaming world, constantly building simple roads for players to enjoy classic games in new and sometimes better ways. Technicolor shader, this version does matting between all channels. Technicolor shader, this version uses a multiplicative blend of red and blue channels. This version uses an additive blend of red and blue channels. ![]() Technicolor shader, a color process used in early film shootings which consisted of filming using multiples films and merging them to color the motion. Same as grayBT709 except that black is white and vice-versa, like the alien vision in AvP. This gray shader uses the same transformation matrix used in HDTV. ![]() This gray shader uses the same transformation matrix used in SDTV. This gray shader uses the poor man's gray algorithm, channels are added and divided by 3. (click the image to view it at 1:1 scale) This shader does flickering scanlines like in a CRT.īy default a scanline height equals the height of one scanline at the game resolution level, if you'd like to have screen-level scanline heights, refer to the documentation inside it. Note: your GPU must handle 4096*4096 textures ! While on overall colors are washed out, blue tends to be more vivid and give a definitely different aspect, currently my favorite one :D ![]() Dark/futurist themed games such as Wipeout or Twisted Metal are good candidates. It gives that printed-on-paper look'n'feel, barely noticeable on some games on some others it just rocks. Renders to CMYK color space using an AGFA SWOP Standard color profile. No-operation shader, just passes content as it is. ![]()
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