More tuning, more adventures in shaders
In the process of implementing the more major changes I wanted for this second hardware revision, I've greatly simplified my RetroArch config strategy down to a general-purpose main retroarch.cfg, and per-system overrides to tailor the experience for each console or handheld.
One thing I quickly learned is that there is no one-size-fits-all CRT shader, but thankfully there's a ton of options!
Vastly oversimplified, and this is a very subjective thing based on your own personal nostalgia, I landed on this:
One of many helpful comparisons: http://filthypants.blogspot.com/2015/04/more-crt-shaders.html
I found the GLSL-based shaders to be slightly better performing than Cg, for now. I will keep an eye on the Slang shaders and Vulkan video driver, but the good news is this hardware should eat it up once Vulkan becomes more the norm for RetroArch. Stick to NVIDIA GPUs for this purpose. You will start hitting limitations or incompatibilities quickly with Intel or AMD, unfortunately.
Aside from all that, I made great progress on input with fewer hacks: the DirectInput reordering code I picked up here made a big difference towards making sure the Bliss-Box always ended up being player 1/2/3/4 and in the right port order, no matter what selection of controllers is plugged in.
Couple other tasks on the docket:
-Finish evaluating the higan core for SNES emulation, instead of bsnes-mercury-balanced
-LaunchBox will support Retro Achievements in its next release, 7.15! You better believe that's getting set up.
-Far East of Eden Zero, a very late Japan-only Super Famicom game with some interesting features (like a Real Time Clock, in the cartridge!), was fully translated, so I can't wait to get that rolling.
By the way, if you would like me to share my config files, I am happy to (I dunno if that's build log worthy?)
In the process of implementing the more major changes I wanted for this second hardware revision, I've greatly simplified my RetroArch config strategy down to a general-purpose main retroarch.cfg, and per-system overrides to tailor the experience for each console or handheld.
One thing I quickly learned is that there is no one-size-fits-all CRT shader, but thankfully there's a ton of options!
Vastly oversimplified, and this is a very subjective thing based on your own personal nostalgia, I landed on this:
- For very early consoles (1st- and 2nd-generation), crt-lottes looks more the part in my opinion; a little curvature is necessary with these games, though it would be better with a little more bloom/glow. Still evaluating.
- For 3rd/4th generation consoles, crt-aperture or crt-hyllian look really good, whereas crt-royale in my opinion starts to blow out the bloom/glow too much (especially on text). NES/SNES games will start to look a little more like modern pixel art games, which may or may not be what you want, but everything looks crisp, yet still true to the original without any playability issues.
- 5th gen consoles (N64, PSX, Saturn, 3DO...) benefit a little more from blur/glow/etc and less from really crisp scanlines - this is where crt-royale really starts to shine, especially at perfectly scaled 4K.
One of many helpful comparisons: http://filthypants.blogspot.com/2015/04/more-crt-shaders.html
I found the GLSL-based shaders to be slightly better performing than Cg, for now. I will keep an eye on the Slang shaders and Vulkan video driver, but the good news is this hardware should eat it up once Vulkan becomes more the norm for RetroArch. Stick to NVIDIA GPUs for this purpose. You will start hitting limitations or incompatibilities quickly with Intel or AMD, unfortunately.
Aside from all that, I made great progress on input with fewer hacks: the DirectInput reordering code I picked up here made a big difference towards making sure the Bliss-Box always ended up being player 1/2/3/4 and in the right port order, no matter what selection of controllers is plugged in.
Couple other tasks on the docket:
-Finish evaluating the higan core for SNES emulation, instead of bsnes-mercury-balanced
-LaunchBox will support Retro Achievements in its next release, 7.15! You better believe that's getting set up.
-Far East of Eden Zero, a very late Japan-only Super Famicom game with some interesting features (like a Real Time Clock, in the cartridge!), was fully translated, so I can't wait to get that rolling.
By the way, if you would like me to share my config files, I am happy to (I dunno if that's build log worthy?)