![]() But you can if you put your nose to the screen. These are my scanlines with bloom for snes9x (50% opacity) (shader): So what I meant by overlay is having a slot where you can use an image and it sits on top of everything without being affected by blur, bloom, etc. The best scanlines i've seen are in pcsx2, epsxe, bsnes (after modding the thickness), retroarch (using a png overlay), and mame (using a png overlay). They are either always too thick, or clump together forming unevenness. "Also if you just want scanlines, why not just use a scanlines shader?": scanline effects from sweetfx, the collection of shaders that this uses, as well as most built in scanlines don't look very good. I wouldn't know what specific term I can use for that. "I think you're asking for such a special case that a custom shader would have to be written for you.": nah, just asking for an overlay selector so that whatever png I use is not affecting by any post processing effect. If it were a true overlay, the scanlines would be over everything and the effect wouldn't affect them. post processing effect has an impact on a scanline png making them difficult to see. "the shaders are the last thing that are applied to the output image.": but since the scanlines are in shader form instead of overlay form, any blur or bloom, etc. Your second option should be GLSL, but those shaders are only compatible with OpenGL and best for use on phones and tablets."I'm not sure what postprocessing effects you are talking about": any post processing effect used in unison with this. According to the official RetroArch documentation, it's the newest and recommended shader format. Ideally, go for the third option, Slang, which is compatible with the Vulkan, Direct3D, and OpenGL APIs. Most users on a relatively new PC with a GPU by Nvidia or AMD should first try the Vulkan API, followed by OpenGL, and then Direct3D.Īs we will see later, you can choose from three types of shaders: CG, GLSL, and Slang. You might need to experiment to achieve the best results for the combination of your hardware and the games you want to play. To complicate things further, one API might work better on your particular GPU compared to the rest and also might lead to better or worse results, depending on the emulator core you choose to play a game. And not all of them are compatible with all APIs. As we will see later, it also comes with shaders in multiple languages. The Different “Types” of Shaders in RetroArch Those aim to make our modern flat-panel monitors look like the CRT screens on which we originally played the emulated games back in the day. However, since we are talking about emulation and retro gaming, the most popular are "CRT shaders". And many are not standalone shaders, but groups of multiple individual shaders to achieve more detailed visual results. Some change the games' colors others try to make graphics look sharper to enhance details or smoother to reduce "jaggies" (the prominent pixels appearing because of the difference between your monitor's and the game's original target resolution). RetroArch comes with various shaders that allow you to apply dozens of effects on your games. The classes don't change the world around you they affect your perception of the world's colors, brightness, and contrast. To use a real-world example, consider how the world looks different when wearing tinted classes. You can think of shaders as visual filters that can radically change how games look on your screen. ![]() Shaders are snippets of code that run on the GPU and alter the appearance of graphics produced by a game or, in this case, an emulator.
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