Homebrew RELEASE Development Thread - RetroArch libnx

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get yourself some rest you have done amazing work! the comments in ny I have gotten! People approaching me just upon hearing Mario's triple jump! Bravo! I have donated to you my good man.

Sir I do not understand https://github.com/libretro/RetroArch/pull/7303 is there an updated version of the open gl retroarch or is this just documentation?
 

m4xw

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get yourself some rest you have done amazing work! the comments in ny I have gotten! People approaching me just upon hearing Mario's triple jump! Bravo! I have donated to you my good man.

Sir I do not understand https://github.com/libretro/RetroArch/pull/7303 is there an updated version of the open gl retroarch or is this just documentation?
Thats the needed stuff to support GL ;)
It just got merged PogChamp
 
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i have no idea what pogchamp means...

sorry im kinda lost so how would i update retroarch or has this new version yet to be released or is this what one would need to compile i am lost
 

sirAnger

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i have no idea what pogchamp means...

sorry im kinda lost so how would i update retroarch or has this new version yet to be released or is this what one would need to compile i am lost

Yet to be released. Wait for someone more qualified to compile it and release a package.
 

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It's quite the contrary, it lessens the image quality lol

Well that depends on who you ask. Some people loves the pixelated graphics and loves colored squares, Some other people likes to get as close to their original experience as possible and to them a good CRT effect will be more pretty to look at.
Some people likes to see their old school games taking advantage of more pixels and looking more "HD", for them 4xBRZ might be very welcome.

When it comes to these things there are people with different opinions and that is fine. There is no right or wrong.

Graphics is is often subjective.
 

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Well that depends on who you ask. Some people loves the pixelated graphics and loves colored squares, Some other people likes to get as close to their original experience as possible and to them a good CRT effect will be more pretty to look at.
Some people likes to see their old school games taking advantage of more pixels and looking more "HD", for them 4xBRZ might be very welcome.

When it comes to these things there are people with different opinions and that is fine. There is no right or wrong.

Graphics is is often subjective.
Graphics are not subjective in this case.
The barebones image quality of the console was a victim to the technology available back then.
This can be proven with a raw image output through a proper HD image given the correct connections/soldering to the video chips of the consoles.
The image is sharp and clear with very little to no distortion at all, they are nothing more but pixels with no filtering applied (unless the console itself did it, which I believe some N64 games did, and even it they did it was a mere bilinear filter).

The technology of the time, being it through RF modules like the NES or the S-Video (colored) connection to the TV, had a lot of noise from the direct video output of the console, and adding to this the "properties" that the CRT TVs had at the time too, it all came together to give that effect which many people tend to go for (CRT, scanlines, etc).

The graphics were a victim to distortion due to the poor handling of the video data.
That's why I said it lessens the overall image quality,

I can get why people like those kind of things, to try to replicate the retro experience of playing such games as if they were being played on a legit CRT television or something in the same vein as that, but saying that the graphics are improved just because they are trying to replicate the technology from back then is complete bollocks. It doesn't improve the graphics, it simply mimics how they remember the games, not how the video was supposed to be output without all those shenanigans.
 
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my feedback and one of the reasons i donated it that let's say I have a crt in svideo or whatever. Well that's pretty close to the home/arcade cab experience. In some cases the widescreen hd will distort an image (albeit for some people not to me honestly) in some cases the stretched hd image is definitely playable or in fact better. I think the fellow has a good idea. Last night I was playing around with psnes for example now that we have opengl and the differences between filters was interesting. With that said.

I have a 4k tv that upscales the 1080p image and on both this tv and in portable the best way I can describe switch emulation is the screen "pops". I like it much better than xbox (og) psp, pstv, or vita emulation. Better than ps3 360 etc. This machine as I have stated for some time now is a serious machine once modded. I have been really enjoying my experience so far. So while I feel his idea has merit it just would not be the way I would personally play when docked.
 
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psbernitz

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Graphics are not subjective in this case.
The barebones image quality of the console was a victim to the technology available back then.
This can be proven with a raw image output through a proper HD image given the correct connections/soldering to the video chips of the consoles.
The image is sharp and clear with very little to no distortion at all, they are nothing more but pixels with no filtering applied (unless the console itself did it, which I believe some N64 games did, and even it they did it was a mere bilinear filter).

The technology of the time, being it through RF modules like the NES or the S-Video (colored) connection to the TV, had a lot of noise from the direct video output of the console, and adding to this the "properties" that the CRT TVs had at the time too, it all came together to give that effect which many people tend to go for (CRT, scanlines, etc).

The graphics were a victim to distortion due to the poor handling of the video data.
That's why I said it lessens the overall image quality,

I can get why people like those kind of things, to try to replicate the retro experience of playing such games as if they were being played on a legit CRT television or something in the same vein as that, but saying that the graphics are improved just because they are trying to replicate the technology from back then is complete bollocks. It doesn't improve the graphics, it simply mimics how they remember the games, not how the video was supposed to be output without all those shenanigans.

Please dont forget an important detail here. The developers and desogners in that time were fully aware of the blurry attributes of CRT TVs and that its the only way to replicate the created product on a monitor, because everybody had a CRT tv at home. With this in mind they created the games, nobody was even aware there is a low resolution all the pixels mix with the neoghbouring one. If you want to have a clear example to this play donkey kong country with and without CRT shader, only with CRT filter you have that fake "hi-res" feeling of that game but without you just see an ugly low-res game and wish it had higher resolution. Higher or lower resolutions were never an issue only when people started to use LCD TVs people started to get disappointed with their retro consoles picture quality and asked themselve if thats what they played with all the time.
Therefore to conclude yes CRT shaders improve the picture quality in a way because it tries to simulate the way it was designed from the beginning. You can argue that it is a step back to a nowadays LCD display but these games were never meant to be played on that.
 
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CRT scanline-"like" behavior was intentionally used for color graduation blending. It ultimately depends on the game, but designers were actively using it in their designs. Because that was in essence, what they were seeing.

Pixels werent perfectly square, color bleeding was a thing, so was flicker (line based image reproduction).

There are games out there that look atrocious with full number integer scaling, and need "something" (different scaling filter, blur, or scanlines) to become anything other than a pixelated mess.

Chrono Trigger is one that often gets named, but the concept extends well into the 16 bit aera as well. PSX games like Silent Hill, RE2, or Chrono Cross were designed with the reproduction "imperfections" in mind. If you simply upscale the textures of the time, you arent even getting close to the intended experience.

Even turning on bilinear filtering in those cases is "better" than getting a cleaned up upscaled lowres texture, that never was meant to be seen "upscaled and sharp" on a big screen TV.

edit: Found a good video to illustrate: This is Silent Hill filmed off a Sony PVM (vertically scrolling line is an artifact of refreshrate mismatches between the video camera and the TV and not there in real life):
h**ps://www.youtube.com/watch?v=RqcDaTY0mNs

This is Silent Hill (uprezed even) on a current version of BeetlePSX (best renderer possible for this game):
h**ps://www.youtube.com/watch?v=18DuElvRz2I

If you look for immersion and depth of a certain mood, its obvious which one wins. Its not even close. :) You also see, that a low poly model, with the reproduction imperfections of the time, can actually look far more "realistic", than its uprezed counterpart today.
 
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