That last image looks fantastic, which exact settings and ReShade filter are you using?
The alt text (i.e. caption or description) for the photo mentions CRT Geom. It's one of many included with the ReShade port of RetroArch shaders.
That last image looks fantastic, which exact settings and ReShade filter are you using?
Yeah - that's the one.The alt text (i.e. caption or description) for the photo mentions CRT Geom. It's one of many included with the ReShade port of RetroArch shaders.
The alt text (i.e. caption or description) for the photo mentions CRT Geom. It's one of many included with the ReShade port of RetroArch shaders.
Yeah - that's the one.
And these are the settings used:
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It's my go-to shader for modern games that I want to add scanlines to - because I think it's a pretty nice approximation of using a PC CRT monitor, and you can easily specify the resolution used in the shader if you want to play a PC game and make it look like it's running on say a 480p display, or match the resolution of modern pixel art games (which may not use the standard 240p).
I use HDR to account for any loss of brightness (Special K - or even AutoHDR/RTX HDR) but there's also a luminance boost setting near the bottom as a last resort.
"Shitty SoH port" I know I'm a few days late, but what the fuck is this drive-by slander nonsense? The SoH port is fucking fantastic, the fact that it has what might be best described as "minor nitpicks" meaning it's a "shitty port" is fucking insane to me. Like, really?This IS a native port, and it has QoL stuff (dpad items, gyro aiming, autosaving) with more on the way (dual analog) while also rendering the graphics correctly unlike the shitty SoH port.
In that DF video they showed og N64 footage, kind of interesting how how organic the original edges look, I'm not sure what the entire reasoning behind that is, something to do with filtering? perhaps the 3-point filtering?
I see, thanks for the insight on this! Great to know they are looking to implement these effects as even though I might not want to implement them all certainly some of them would be nice to use with my preferred display output (CRT). Such a cool project.The filtering looks ok, its the higer resolution rendering and the effect that has on the anti aliasing, absence of dithering, de-dithering, the divot filter and other VI passes that are missing from the port. IMHO it all looks to clean and sterile, like the virtual console or an HLE plugin does.
RT64 will be much more accurate visually to real hardware than this currently is as they are looking to implement all that stuff, hopefully that trickles down into this as well.
Stupid question from a dummy but could this potentially be done for Playstation, Dreamcast, Gamecube, PS2, etc? Or is it something specific about N64 and its games that makes it achievable.
Which doesn't necessarily mean it won't happen for other consoles. It would just be a different project with different challenges, which might or might not be possible to overcome.
Uncalled for!
Stupid question from a dummy but could this potentially be done for Playstation, Dreamcast, Gamecube, PS2, etc? Or is it something specific about N64 and its games that makes it achievable.
Well until you get to Wii/360/PS3, I don't think there will be a problem outside of maybe the original Xbox. You just need a few successful decomps to learn from and libraries to get built for GC/PS1/PS2/Dreamcast.Which doesn't necessarily mean it won't happen for other consoles. It would just be a different project with different challenges, which might or might not be possible to overcome.
That has nothing to do with this project. This is static recompilation, NOT decompilation. Static recompilation has not happened for any other 3D capable console so far, only N64. Could it happen with other consoles? Maybe.No there's nothing special about N64 games, a Jak and Daxter II decompilation is all but done done and starting to get PC ports, PS1 Silent Hill is underway too.
That has nothing to do with this project. This is static recompilation, NOT decompilation. Static recompilation has not happened for any other 3D capable console so far, only N64. Could it happen with other consoles? Maybe.
This is just from using high res instead of original res mainly + not using the poor analytical AA the N64 uses.In that DF video they showed og N64 footage, kind of interesting how how organic the original edges look, I'm not sure what the entire reasoning behind that is, something to do with filtering? perhaps the 3-point filtering?
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It looks like it''s adding 'detail' here:
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The way the leaf pattern blends is different too, Is this an anomaly of using a high res or is the filtering different?
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Ah you're right, res plays a part for sure, just messed around with an emulator and it makes the sprite edges incredibly stark at x4. x2 is the sweet spot for me (plus further blending from a CRT) without asset cohesion losing congruence.This is just from using high res instead of original res mainly + not using the poor analytical AA the N64 uses.
people talking about bloodborne and other non-n64 games eventually getting recompiled in the far (far?) future ... but here I am hoping I can someday play super mario world at 120fps in ultra widescreen, lol
technically yes but there is a bug where one c button won't work
people talking about bloodborne and other non-n64 games eventually getting recompiled in the far (far?) future ... but here I am hoping I can someday play super mario world at 120fps in ultra widescreen, lol
View: https://youtube.com/shorts/GFe2ab9g8-U
Works for me on Steam Deck, all buttons functional.
Just Bluetooth paired the controller and remapped the buttons one by one in the Steam UI.
Hell yeah, can't wait to try the new update. Also Dario I hope things are going well with the texture pack support
It's going pretty well! I put up a testing branch here so texture pack developers can start working with it as I won't be able to finish it until I get back home in a month. Nerrel sent me a DDS version to test with and it looks pretty amazing.
View: https://streamable.com/dxrvet
View: https://streamable.com/gdykqx
I you are talking about Nintendo releasing official enhanced versions of classic games thanks to this tools, they don't really need it. They have the source code of every game they ever developed, so if they wanted they can skip the process of decompile/recompile and just compile the game with another platform in mind (Using another graphics API and so on)I was just thinking out loud a bit about what potential this could be from Nintendo's perspective…
Could this open up a better way for them to bring over retro games (N64, SNES, NES… etc) through their Switch Online? Right now, I assume those are pure emulations and therefore, are not recompiled to the targeted system, right? This would just be a fantastic way to be able to play any of their retro games. As well, going a bit further, could Switch Online type subscription also be used as a way to bring their retro games to other platforms such as PC, mobile, other consoles… etc? Maybe through cloud gaming like Nvidia GeForce Now. I imagine that can be a great way to gain a good amount of new revenue stream without significant impact to their consoles because people will still want to but their new games on new consoles. If there is enough revenue to pay for a team to dedicate to this, the possibilities seem endless if Nintendo can see this potential.
It probably misbehaves if the target framerate doesn't match what your display allows. External frame limiters are a bit annoying to work with how this port generates the frames, as it generates them for what it thinks it's the refresh rate, not what something else artificially limits it as. Otherwise you end up with a lot of drift that ruins the frame pacing. I recommend comparing what refresh rate is reported in the menu option and what your display is actually doing.
Right, I meant for retro games which have since lost their source codes (Ahem, Squaresoft of old!)I you are talking about Nintendo releasing official enhanced versions of classic games thanks to this tools, they don't really need it. They have the source code of every game they ever developed, so if they wanted they can skip the process of decompile/recompile and just compile the game with another platform in mind (Using another graphics API and so on)