Thread #563573212
One of the most beautiful threads on /vg/
http://emulation.gametechwiki.com/index.php/Main_Page
Read the General problems FAQ before asking questions. If you still need help, post your specs (speccy screenshot), OS, emulator version number and details of what's wrong.
Please contribute to the wiki if you discover any inaccuracies or have relevant information to append.
READ THE WIKI BEFORE ASKING QUESTIONS LIKE:
>Where do I get games
OR
>What is the best emulator for...
Check out the wiki for the emulator you're using if you run into trouble, there may be a solution there too, often including recommendations for optimal game settings.
Check out our new wiki for vidya recommendations
https://vsrecommendedgames.gametechwiki.com/index.php/Main_Page
Previous thread: >>562670216
246 RepliesView Thread
>>
File: Uzumaki - Noroi Simulation-260413-204250.png (18.2 KB)
18.2 KB PNG
What shader do people use for WonderSwan games? I tried a few of the LCD presets i had but they didn't look as good as i expected
>>
>>
>>
>>
>>
>>
File: also the entirety of the SMT franchise.jpg (121.1 KB)
121.1 KB JPG
>>563571724
Nooo you don't understand it has to be a reference to some boomer pedowood film TheLastCiggyMan likes.
>>
>>
>>
>>
>>
File: 1767097228935972.webm (3.9 MB)
3.9 MB WEBM
>>563575526
>What shader do people use for WonderSwan games?
Bezel it.
>>
>>
>>
File: 1751157940286076.webm (3.9 MB)
3.9 MB WEBM
We back.
>>
>>
>>
>>
>>
>>
>>563570113
>imagine using a shader that emulates muddy and blurry piece of shit composite signal instead of rbg or scart, that's true mental illness right there
tfw this guy thinks he was an "RGB aristocrat" just because he had a SCART block, prob spent the whole 90s plugging his yellow-ended RCA poverty cables into a $2 plastic adapter. It's literally the same signal "Hans". The TV didn't even switch to the RGB channel because your poverty cable didn't have the voltage pin wired lmao. Spent a decade looking at color bleed and dot crawl thinking it was "European fidelity". HAHAHAHAHYHAHAHAAHJSDGS
>>563591245
Try the ones that come with DuckStation, or read this page or something:
https://emulation.gametechwiki.com/index.php/Shaders,_presets_and_filt ers
>>
>>
>>
>>563591245
You'll need something with composite/S-video in it to blend the dithering.
Try the guest-avanced-NTSC/ The Retro Crisis one or the Sonkun ones. Then, it's a matter of how much "I can't see shit" you can handle.
>>
>>563596542
>guest-avanced-NTSC/ The Retro Crisis one or the Sonkun ones
Good choice for the fully 240p systems (NES/SNES etc), but don't bother for the "High-Res/PSX 480i" content if you're on a 1080p SDR display.
The wiki warns against them for a reason: 1080p doesn't have enough vertical resolution to properly render TVL/scanlines and masks simultaneously without massive moiré patterns or crushing the brightness. On an SDR panel without local dimming, you can't compensate for the brightness lost from the mask and TVL/scanline simulation.
https://emulation.gametechwiki.com/index.php/Shaders,_presets_and_filt ers#Display_Hardware_Requirements
>>
>>563596889
The more I look at it, the more I thing all that shader craze is just a psy-ops to make us buy overpriced monitor.
Also, Sonkun worked like a charm for the Saturn, blending that stupid checkboard patern, smoothing the jaggies a little without darkening, bluring the shit out of the image. Something the precious SDTV preset was not even able to do.
As for PSX, I have still some testing to do.
>>
>>
>>563598828
>all that shader craze is just a psy-ops to make us buy overpriced monitor
it’s sub-pixel math. You’re trying to fit a 400-TVL phosphor mask into 1080 horizontal lines. You literally do not have enough physical pixels to "draw" the mask and the image signal at the same time without massive moiré patterns or uneven scaling. It looks like dogshit because your hardware is the bottleneck, not because the wiki is a scam.
The other killer is SDR. Any decent mask or scanline shader works by "turning off" or darkening roughly 50-70% of your screen to simulate the gaps. Your 1080p office monitor maxes out at maybe 300 nits. Cut that to 50 nits (globally) and you’re looking at a dim, muddy mess that looks nothing like a real tube.
You need 4K+ for the density to align the mask properly (for 480 content), and you need HDR/OLED with proper dimming for the brightness headroom to lose 70% of your light and still have a punchy image.
The choices are simple:
Cope: Keep using raw pixels on your 1080p panel and pretend it looks "accurate enough".
Scavenge: Find a $20 SDTV on Marketplace that handles 240p/480 natively. Just avoid "HD CRTs" and VGA monitors if you want the actual consumer look.
Pay up: Buy a high-end display if you want the shader math to actually work. I don't recommend it though, fuck hyperconsumerism.
>>
>>
To the anon on the last thread that posted that pixeldrain on a screenshoot for a new PGS stand-alone build... You are a retarded nigger, you compiled a debug build not a release build so it can work if you don't have VSstudio installed because of some missing DLL, recompile it again properly.
>>
File: KRAZY IVAN [T-11305H]-20260414T181721.566.png (103.5 KB)
103.5 KB PNG
>>
>>563601016
It's time for Refraction to merge it and end this mickey mouse bullshit.
>NOOOO I'm getting mogged and bulled by a Vulkan engineer doing actual, meaningful work to the project
Eat fuck, faggot. Merge it.
>>
File: NESLMP88959.png (356.6 KB)
356.6 KB PNG
>>563599283
>The choices are simple
or maybe use that SDTV preset for 480 content. I guess it doesn't try to simulate TVL, scanlines, or masks; it focuses on cable and signal aspects (w/ NTSC filters and shiet), interlaced flicker, gamma, and level remapping, along with some bezel and overlay effects etc etc.
This is your only option if you don't have a capable display but still want to simulate the characteristics of a 480p system.
>>
File: le meds.jpg (2.1 MB)
2.1 MB JPG
>>563587725
Game blows goats. Glad it got emulated so we could fuck it, not call back, and not pay that pretentious frog fuck though.
>yuge captcha loadtimes
End this place for good soiteens.
>>
>>
>>
>>563599283
I don't care. I'm not afraid of Pixels compared to many here. I just don't like very specific dithering pattern that I find far more ugly that some jaggies. Perfect exemple of that would be the walls of the manor in Clock Tower or everytime the Saturn try to do a transparency effect. So I'm only interested in a shader that can allow that kind of blending.
Also, CRT shaders are useful only for 2D, for everything 3D upscaling/uprezing is always the superior choice.
>>
>>
>>
>>563603296
>for everything 3D
>I don't care
>I just don't like very specific dithering pattern
In that case, you should probably just use an NTSC or PAL signal shader (same shit with SDTV preset). Why bother with scanline and mask simulations? They aren't even accurate for 480i/p content anyway.
https://emulation.gametechwiki.com/index.php/Dithering#Shaders:~:text= Use%20a%20blurring%20or%20NTSC%20co mposite%20shader
>>
>>
>>
File: bisexual colors; paprium palette.png (332 B)
332 B PNG
How in the hell is Final Fight nearly as overt as Paprium, which had a marketing campaign gayer than Cho Aniki with some weird muscle faggot, was bundled with said character's speedo in the box, has dildos and a bunch of Mr Slave tier dudes in game, and all sorts of fruity colors everywhere? The one tranny no one would know about if it wasn't for the concept art? I can't believe people paid for something so grimy and weird.
(You)
>>
>>
File: programmingsocks - femboi.jpg (52.5 KB)
52.5 KB JPG
>>563603445
>GSdx discord kitten, "contributor", they/them, favorite game: latest AAA wokeslop
>>
>>
>>
File: bashit.jpg (20.3 KB)
20.3 KB JPG
>>563612351
achhhtuaaallhyyyyyy
>macho 80s/90s stuff
based
>rare instance of gay subculture leaking into games of the past
Meh, it’s fine; it adds a nice bit of diversity.
>terminally online fetish-obsessed LGBT monoculture reflected in all media now
eeeewwww, disgusting.
>>
File: 1764206991454333.png (1 MB)
1 MB PNG
>>563584531
>Citron-neo
>https://citron-neo.github.io/
Uhhh...
>>
File: 1764705001303300.webm (3.9 MB)
3.9 MB WEBM
>>563613535
Did i fucking stutter?
>>
>>
File: hmm, nice bike.gif (1.4 MB)
1.4 MB GIF
>>563615578
Nice interface desu, but I still think home menu emulation with .nsp games is the better way to go to emulate switch
>>
>>563600417
It is such a disappointing software. I get that The Cell(tm) is a bitch to emulate and even the original game devs had trouble with it (this is why Metal Gear Solid 4 is compiling so much shit, more than any other PS3 game afaik) but still... It has been 10 years and the progress has been slowly declining.
>>
>>
>>
File: 1715923483087072.jpg (107.2 KB)
107.2 KB JPG
>find what looks to be an extremely detailed Windows 98 installation guide for 86box
>get blasted with full-blown cow furry autism in the process
It looks like it would be helpful enough, but all the useless fluff makes it way harder to read than it should be:
https://github.com/PitBrat-moo/pasture-of-game-grazing/blob/main/guide s/86Box_Win98_Gaming_Setup.txt
>>
>>563618689
lmao
>the terminally online fetish-obsessed LGBT monoculture reflected in all media now
Case and point. That Cathode Ray Dude guy is also a weird fat tranny dating scaly. I bumped into one of his guides on FMTowns when installing Win95 on it for myself. Of course, the Dunning-Kruger fuck's info was lacking, and I had to figure it out for myself. I must be one of like a dozen people outside of Japan to get it working in an emulator. I posted my progress here some threads ago.
>>
File: 1754244250753307.webm (3.9 MB)
3.9 MB WEBM
Man captcha is taking forever to load, it was okay before the "maintenance".
>>
>>
>>563602798
I hate retro throwback media that uses """synthwave""" music.
80s synth music was not that gay. It was kino. Synthwave is a product of modern times, and it sucks so much.
>>563587925
I stopped seeing screen tearing when i discovered what vsync and triple buffering does while using zsnes and nesticle in 1998.
Also to answer your question - no.
>>
>>563591245
I played silent hill on an atrocious hand-me-down CRT in 2000. You had to turn it on and leave it on for about 20 mins for the tubes to warm up and the screen to become visible.
The PS1 was hooked up with an RF cable.
You could still see the dithering clearly.
"blending dithering" with composite is a fucking meme. If you want to get rid of dithering, you have to lower the signal bandwidth (increase the blur) until it's gone. There's a shader called TV Out Tweaks that does just that. You have to set the horizontal blur/bandwidth/resolution to 160 to blend dithering. There is some collateral damage though - It's blurry as fuck, it makes everything look shit, it fucks up text, the entire screen looks awful, etc, but hey, at least SOME of your dots will be smeared together.
Your best bet is to just get used to it.
>>
>>
>>
>>
>>563628703
https://emulation.gametechwiki.com/index.php/Shaders,_presets,_and_fil ters#Quick_Reference
SDTV preset?
>>563540986
>standalone pcsx2
>tried some reshade presets from the wiki but none of them look that great
https://emulation.gametechwiki.com/index.php/Shaders,_presets,_and_fil ters#ReShade
https://emulation.gametechwiki.com/index.php/Shaders,_presets,_and_fil ters#ShaderGlass
This is all we have; there isn't anything else out there.
>>
File: 20pacgalr3-260414-195649.png (3.5 KB)
3.5 KB PNG
Uhhh, what the fuck? I don't remember this being a sequence in Pac-Man.
>>
File: 1765237368154976.jpg (760 KB)
760 KB JPG
wtf did hiroshimoot do to the captcha
>>
>>563624085
>>563625637
>>563625765
you are right
i think im just going to use duckstation
i wanted to use retroarch for everything but having to deal with all its bullshit its annoying
standalones are easier to deal with
>>
>>
>>563601184
Looks and runs like SHIT compared to the PS1 version. It was unfair just how badly the PS1 badly raped the Saturn in polygonal games.
>inb4 the /vr/ schizo who uses Street Racer as a counter, a game that offloaded the road to VDP2's "mode7" plane, which is what every 'impressive' Saturn game does
>>
File: 1759308394667244.png (165.7 KB)
165.7 KB PNG
>>563631027
>a game that offloaded the road to VDP2's "mode7" plane
LOL, that's exactly the dirty secret I ended up finding out about "Sonic World".
>>
>>
>>563633852
Sdtv experience preset vs duimon preset lets fuckin gooooooo
>>563540986
>>
>>
>>563633852
>that split in half PS2+CRT concept
That's so fucking retarded looking lmfao. Well memed.
>>563584803
This actually looks pretty good, but I would never sacrifice this much of the screen for this for a real play session.
Bezels just seem good for webms more than anything honestly. I don't know what kind of sick freak would play a game like this on purpose. Any time I play one of those arcade ports with borders? That shit gets turned off first thing. You DO know the only reason the Super Gameboy had them was because the SNES couldn't scale the Gameboy's resolution to full screen without issues, and they wanted to do something with all the blank space on screen, right? See for yourself. Try to get a Gameboy emulator working with integer scaling in progressive mode on an NTSC 15khz TV. The native 160x144 resolution won't work without a 240p container/being shrunk, and 320x288p won't work without rolling or cutoff, and the SNES sure as shit wasn't gonna hardware scale it to 480i with bilinear filtering. So the whole reason we have these stupid copes to begin with was because the SNES just couldn't fullscreen GB games.
>>
File: 1767673724528912.webm (3.8 MB)
3.8 MB WEBM
Kek it was obvious this slow fat-ass wasn't the last boss.
The real deal is a bitch, i'm gonna change my build to use missiles and see i can deal with it.
>>
>>563624085
I dunno how much of what you perceived as dithering was PS1's lack of texture filtering + aliasing or an actual dithering pattern across the screen. That RF wouldn't blur it significantly is doubtful. The composhit meme is real, to an extent anyway. The waterfalls wouldn't work if it didn't.
>>
Is RPCS3 a lot better recently?
I tried it a few months ago and it crashed on literally every game almost immediately. I looked up recommended settings and all that, Tekken 5 ran fine but every other game I tried either wouldn't load, crashed in the menus, or crashed after a very short period of gameplay. Pretty much all the games I played were allegedly among the more stable ones too. Eventually I ragequit out of the whole thing and uninstalled it after way too much fucking around for almost no reward.
I'm using Linux Mint on a Legion 7 laptop with a 3080, 32gb ram, ryzen 9, so it should be comfortably good enough hardware. I ask because I've seen a lot of stuff saying it has drastically improved in recent months and now is stable on at least half the catalogue. But people were saying shit like that before I initially tried it too. Is it actually better now?
Is my experience normal? Because I see people raving about it and yeah I'm sure it's a great technical achievement to even get it to that level, but I don't see how anybody could recommend it to anyone even for novelty value based on the experience I had. But the same people raving about it will say 'yeah it will always crash eventually on every game lol you can't expect it to actually WORK'. Weird stuff. What's been your experience with it?
>>
File: 1766432479596945.webm (3.8 MB)
3.8 MB WEBM
>>563636134
I DID IT!
Also i just take a look at Mathias and kek yeah i gonna need to make a new build from scratch for that.
>>
>>
>>
>>
>>563631027
NTA but Radiant Silvergun looks absolutely outstanding on Saturn and i'm not convinced it could run that well on the PS1.
There are a couple of examples of 3d games looking better on ps1, i've never heard of Street Racer being used as an example though.
>>
File: 1770303278461535.webm (3.8 MB)
3.8 MB WEBM
Looks this time the "maintenance" actually work.
>>
>>563637815
>Is my experience normal?
Not the constant crashing, that is something on your part.Probably the laptop gpu.
But yes, Rpcs3 is a piece of shit is prone to crashing.
And it is getting worse with regressions and them not even fixing any errors if they don't actually have the hardware type of the report.
>>
File: 1758599718557285.webm (3.9 MB)
3.9 MB WEBM
Apparently is taking some time for to post, maybe because everyone is trying to at the same time.
>>
File: 17762100620700439796.png (2.6 MB)
2.6 MB PNG
You need 5K (2880p) to get anywhere close to emulating mask pitch of a Trinitron.
Even more for shadow mask.
>>
>>
>>
>>
>>563651428
1080p isn't even optimal for 240p, regardless of TVL. It's "doable" at best, but for 480i/p? Not a chance. On top of that, you need HDR and some kind of local dimming.
https://emulation.gametechwiki.com/index.php/Shaders,_presets,_and_fil ters#Display_Hardware_Requirements
>>
>>563653972
Yeah, 1080p is definitely a non-starter for 480-line resolutions, but for 240p it's passable enough. It can simulate 540 and 360 TVL Trinitrons using 2-pixel and 3-pixel masks respectively, which roughly correspond to mid-range displays. Again, not ideal, but it can definitely work. It will, of course, require some kind of brightness compensation, so in a way it is cope, but well, if you're still stuck on 1080p in current year, you kinda have to do that regardless.
1440p is, I think, where it gets pretty swell, still not ideal, but nice enough where I think you can be satisfied unless you're hellbent on getting as close to the CRT experience as physically possible without an actual CRT. This resolution lets you go up to 720 TVL, which is very nice if you're shooting for a high-end PVM look, but it can go down to 360 TVL if you want a more consumer look, while doing it better than at 1080p. And here, I think, slot masks actually also become viable.
>>
>>
File: 1764161235905108.jpg (383.6 KB)
383.6 KB JPG
>>563654952
I'm not even a BVM/PVM Pro broadcast CRT fetishist. I don't care about high TVL; I don't like that "barcode" look, and I never had it growing up anyway, so there's no nostalgia there for me. I don't care about RGB or S-Video either, most of us used Composite (or RF for older systems) back in the day.
But like you said, it’s still not an "optimal" setup. It doesn't look great even for 240p content. 1440p is fine for 240p, but it still falls short for 480i/p. Resolution is only one piece of the puzzle; you really need per-pixel emission and high enough luminance to make it work.
At this point, just use an actual SDTV or EDTV for 480p/i systems. Or, just drop the mask and scanline filters entirely and use presets like SDTV one on the wiki. No point in dropping thousands of bucks on a digital toy with a two-year lifespan.
I’m just hoping we eventually see proper analog signal emulation instead of just trying to simulate that with post-processing shaders.
https://emulation.gametechwiki.com/index.php/Shaders,_presets,_and_fil ters#Full_Signal_&_Cable_Emulation
>>
>>563657289
Indeed, at this point, the monitor itself is the key to everything. Even a 4K monitor will eat shit authenticity-wise if it's one of those cheap panels that can't go above 400 nits or so.
Still, if you are OK with a bit of cope, 480-line content IS doable even at 1440p. You just have to besmirch any semblance of scanlines and just focus on emulating the mask and fiddling with parameters to mitigate the hit to brightness, which shouldn't take much since you're not dealing with scanline gaps at all. Here's a lazy first attempt with a preset I already had on hand for 240p content, just adjusting so that it doesn't trigger interlacing and to reduce some vertical blur.
>>
>>
File: Fengshui Master [T-21701G]-20260414T143922.955.png (297.7 KB)
297.7 KB PNG
>>
>>563658965
I used that scene for my demo as well lmao. Did you use any signal/cable/NTSC shder? It looks way too sharp (talking about the framebuffer output, not the shader). Did you increase the internal resolution in the emulator or something?
>>
>>563659408
>Did you use any signal/cable/NTSC shder?
Nope, it's using guest-crt-advanced-fast only.
>Did you increase the internal resolution in the emulator or something?
No, it's using the software renderer, though deinterlacing patches are on, so maybe that has something to do with the increased sharpness.
>>
File: Dynamite Deka Ex-250523-122211.png (532.2 KB)
532.2 KB PNG
>>
>>
>>
File: jfoster.gif (305.2 KB)
305.2 KB GIF
>>563663467
>>
File: aALY9xAV_700wv_0.mp4 (65.7 KB)
65.7 KB MP4
>>563663467
If you're hot, you can always find some rich pervert who fetishizes you; but since you're one of those ugly fat 'alphabet' ones, sorry you're cooked.
>>
>>
>>563658965
The interlacing/flickering scanlines are only noticeable due to the static nature of the screenshot.
https://www.diffchecker.com/image-compare/pak3J3lQ/
>>
File: 5.jpg (152.9 KB)
152.9 KB JPG
>>563645340
Good enough, 1440p
>>
Why is PPSSPP the only emulator with actual texture scaling?
You figure something like PCSX2 should be able to add it pretty easily since they have all the code to support texture packs. It feels like you could just vibe code this into the emulator in an afternoon by pointing the AI at the way PPSSPP does it.
>>
>>563584531
Yes, I saw another anonymous user's recommendation in another thread and decided to test it myself. There really is an updated version of Sudachi on archive.org, available only for Windows. I confess I was quite surprised, as it ran my games with the latest update without any problems.
>>
>>
>>
>>
>>563670791
https://emulation.gametechwiki.com/index.php/Shaders,_presets,_and_fil ters#Display_Hardware_Requirements: ~:text=Integer%20Scaling%20%26%20Al ignment%20(The%20Subpixel%20Budget)
>>
>>
File: 1759845946575915.webm (4 MB)
4 MB WEBM
>>563659002
He's a cheating bastard, so i ended up cheesing him with the EMX-VLS241 vertical missile and the Abandoned Highway arena, just fly above him and let the missiles do their thing, after i drained my missile i just flew down and machine gun the cheater.
>>
>>
>>563670860
LunaTranslator.
https://docs.lunatranslator.org/en/
Gookmoot I want to shove these dick shapes up your faggot absentee father gook ass.
>>
>>
>>563672259
>>563672510I already knew that was the answer, some way to treat a dev who has been extremely cooperative and patient.
>>
>>
>>
>>
File: Screenshot 2026-04-15 19-02-40.png (1.7 MB)
1.7 MB PNG
Anyone got no interlacing patches for the FMA games?
>>
>>
File: 1750939754819837.png (374.4 KB)
374.4 KB PNG
>>563673884
That's just a bezel preset from duimon mega bezel pack.
I use PGS on RA as my main.
>>
File: Screenshot 2026-04-15 19-22-50.png (2.1 MB)
2.1 MB PNG
>>563674281
They're all just variations of ghosted and blurry.
>>
>>563674915
If none of those work and there’s no patch available in the repository
https://github.com/PCSX2/pcsx2_patches
then you’re probably cooked. You can't solve dithering or interlacing problems with post-processing shaders.
>>
Not strictly emulation related but redump seems to have no standards when it comes to pc dumps.
Alien vs predator 2 primal hunt second cd is broken and can't be installed. And guess which version is used for ALMOST ALL of the iso you can find on the web minus the obscure russian sites?
Fucking clowns, i am gonna have to recheck manually every console game as well now.
>>
>>
>>
>>563676496
That guy’s issue isn't actually hardware-accurate behavior, you shouldn't be seeing that blur from the deinterlacing method. But yeah, PS2 rendering pipeline was naturally blurry to begin with (+448i and composite signal blur etc)
>>
>>
>>563644820
Why wouldn't it, exactly? It's not that polygonally dense of a game and the PS1 can move plenty of sprites (as polygons) around. Maybe some of the larger 2D backgrounds would need to be nerfed, or a raster effect might need to get cut as seen in Silhouette Mirage or Mega Man 8 from Sat to PS1. It would run fine.
>>
>>563679469
nta but Thunderforce V had way less going on in term of 2D sprites and layers and yet the PSX version still couldn't run it without massive cuts to the 2D assets and removed a lot of effects and it looks very off in most of the game. There's no way Radiant would have looked anywhere near as good.
I still wish it was ported, the gameplay would have been the same anyway and I would have played it sooner if it was on psx.
>>
>>563645259
Sega's 16bit era was weird.
They made all these amazing arcade games and then didn't port them to the megadrive or saturn.
Instead, they made home versions that were different and not as good.
Examples are:
Shadow Dancer
Eswat
Moonwalker
Revenge of Death Adder
etc.
>>
>>
>>
>>
>>563679919
I think Thunderforce uses more VDP2 raster/mode7-y shit than RSG and to be fair I think more talented/less lazy hands could have ported it more faithfully. Not to say anything of Saturn's library but the hardware just isn't great and even its 2D edge isn't massive. It can do raster tricks like heat haze and refraction/water warp better, and it can have some slightly larger backgrounds in memory, but that's it. You have to keep in mind, the MO back then was to just cut it if the other platform didn't have the hardware feature, instead of recreating it for the other machine. In defense of the Saturn on the topic of 90s port quality: SOTN could have been much better on the Saturn if it was more adeptly retooled for it and wasn't handed to the C-team chucklefucks in Nagoya. Oh no, don't just expand the viewport for a native Saturn resolution like a human, frickin' scale the assets and bake in terrible aliasing everywhere.
>>
>>
>>563680809
Revenge of the Death Adder was a 32bit game and would have required the 32x at the least for a passable, but not great, port. System 18, which most of those were on, were generally ballsier than the Megadrive, faster CPU, better video hardware, but yeah... probably could have gotten a little bit closer to arcade on some of those, anyway. IMO Shadowdancer MD is better.
>>
>>
>>
>>
File: 1764341619566306.webm (2.7 MB)
2.7 MB WEBM
Looks like we're back for real now.
>>
>>
File: p3.jpg (780.3 KB)
780.3 KB JPG
>>563672968
With interlacing shader it's no different than 240p in terms of your actual monitor's resolution
It just alternates lines each frame, which looks like shit in still screenshots
If you don't have interlacing shader it tries to render 448/480 (or whatever) lines which yes does look like shit at 1440p
>>
>>563684941
>>563684573
They released it standalone on the SNES as well, no? Is there any difference between that and the version stored on the GB cartridge?
>>
File: p3.jpg (777.3 KB)
777.3 KB JPG
>>563672968
With interlacing shader it's no different than 240p in terms of your actual monitor's resolution
It just alternates lines each frame, which looks like shit in still screenshots
If you don't have interlacing shader it tries to render 448/480 (or whatever) lines which yes does look like shit at 1440p
>>
File: 1771142695771928.webm (2.9 MB)
2.9 MB WEBM
>>563685610
>>563686549
The servers still acting up, damn Hiroshimoot.
>>
>>
>>
>>
>>
>>563691464
All of me thinks mossad doesn't want people discussing Iran.
>>
>>
File: 1757181901279507.png (94.9 KB)
94.9 KB PNG
>rpcs3 makes great updates
>pcsx2 not feeling left out makes one..
>it's about retroachievemnts on install
Cool.. I guess
>>
>>
>>
>>
>>
>>
File: 1751709632955762.webm (3.9 MB)
3.9 MB WEBM
Thought Another Age technical side would be exactly like AC2 but they amp a lot of stuff, especially the more subtle ones, there's much more lighting effects, the laser effects are better and the new places are ace but man...100 missions? I dunno if i'm up to that, gonna play more but i might just ended up going to AC3 instead.
>>
I see no evidence that anything is shutting down.
>>
File: 1759938013659995.webm (3.9 MB)
3.9 MB WEBM
>>563704996
Smaller, better quality webum.
>>
File: Screenshot 2026-04-15 22-43-48.png (2.5 MB)
2.5 MB PNG
>>563674915
Found a way around it, you can use merge sprite to remove the blur, This dulls the screen but then you can turn the shade boost brightness up a bit to cancel that out.
>>
>>
>>563675207
>>563708378
Well it's called redump for a reason. If you have a copy of the disc you should make a dump yourself and add it to their database.
>>
>>
File: 1760446961310851.png (217.5 KB)
217.5 KB PNG
What a weird and pointless project. I distinctly remember a Godot remake existing already, and it was JHDev2006's SMB1R. It's a neat novelty having an expanded view for the SMB Deluxe content, but I find SMB1R's physics too NSMB-like for my tastes. Gonna stick to emulating the original on Mesen.
>>
>>
>>
>>
File: 1773952018309893.jpg (27 KB)
27 KB JPG
>>563710834
>>
>>
>>
>>
>>
File: Photo Genic (Japan)-251011-132321.png (86.6 KB)
86.6 KB PNG
>>
>>563685610
desu, that one looks good aesthetically, but it’s nowhere near accurate for that specific hardware. 448i/480i and 240p are completely different animals, though I see the point you're making.
>If you don't have interlacing shader it tries to render 448/480 (or whatever) lines which yes does look like shit at 1440p
Even 4K struggles with 448i and 480-line content due to the scaling math:
1080p: 2.25× (Non-Integer) – uneven mess.
1440p: 3× (Integer) – Sharper, but "chunky"; not enough pixel budget for good mask simulation.
4K: 4.5× (Non-Integer) – Nah+requires interpolation.
5K: 6× (Integer) – The "sweet spot"; smooth, sharp, and acceptable/enough room.
8K: 9× (Integer) – Good, looks convincing.
>>
>>
>>
>>
>>
>>
>>
>>
>>
File: 1776310555682627.jpg (2.6 MB)
2.6 MB JPG
>>563725736
>>
>>
>>
>>563728482
>uncultured swine
??
If you’re implying I should just use a VGA CRT, that doesn't actually solve the interlacing or dithering issues with emulation. You either need the original hardware on an actual SDTV, or a proper internal fix. PP Shaders don't cut it.
>>
>>
File: Soul Edge (Japan)-260415-194100.png (1.3 MB)
1.3 MB PNG
>>
nons, I need your advice.
What's the budget yer good way to emulate up to 5th gen while displaying on a CRT?
A MiSTer? Does it have composite output?
I have a PC with HDMI; should I use an HDMI to YPbPr converter?
A Raspberry Pi?
Do I absolutely need a TV with component input?
Sorry but any help will be appreacitated
>>
>>
>>
>>
>>
>>
File: nice fuckin model [honk honk].png (22.8 KB)
22.8 KB PNG
>>563708185
>>
File: getting cucked&cooked.jpg (59 KB)
59 KB JPG
>>563735796
Nigga, calm down.
-> MOST <- VGA CRTs do not -> natively <- support interlaced scan modes. On top of that, an emulator's framebuffer output doesn't function like a raw analog signal; you can't simply toggle an 'interlaced' resolution mode and expect it to resolve the internal interlacing artifacts of a PCSX2 game on a VGA monitor.
You are missing the fundamental point: software emulation on a PC doesn't interface with hardware that way. Simply forcing an interlaced resolution in Windows won't magically transform a high-frequency PC monitor into a low-frequency consumer TV. Because the emulator renders to a digital buffer, you will never achieve the authentic phosphor bleed or the specific 'combing' effect produced by original hardware. To truly address interlacing and dithering on a VGA CRT, you must use the emulator’s internal deinterlacing solution and blending algorithm/methods. Relying on the monitor's physical scan method is a misunderstanding in your case; any other 'fix' is just a hack that fails to address how the software actually processes the image.
>>
>>
>>
>>
>>563737060
>le pretend I don't know what you're talking about
This is what a leftist does in discourse. I know you're not a fan of that kind of person, yet here you are acting like one. The Ymir dev obviously, if you're that retarded and forgot what we were talking about like a goldfish.
>>
>>563736656
(cont.)
Unless PCSX2 has a low-level way to bypass the host OS display stack and interact directly with the analog output timing (kinda like CRT emudriver but it should be built-in), which the devs will never bother with.
Modern GPUs and APIs abstract the hardware. The emulator doesn't 'see' your CRT in that way; it sees a virtual canvas. By the time that image reaches your VGA monitor, the 'fields' have already been mangled by the framebuffer logic. Even with CRT Emudriver, you're just seeing a pre-processed image already. You can't fix that at the monitor level.
>>563737440
Pretty much. Until they develop better algorithms that can actually fix it properly, we're stuck with these half-measure fixes like 'no-interlace' patches. The current deinterlacing methods just aren't good enough.
>>
>>
>>563741325
I was playing dome keeper (godot game) with my overclocked gpu and I press F to use a gadget and it literally shut down my computer, twice.
and the game shutters like a bitch when compiling shaders, it's a fucking pixel art game.
>>
>>
>>
>20 years later
>more storage IO, RAM capacity and bandwidth, and IPC/threads than god
>GPUs several orders of magnitude faster than
>shader compilation makes it all moot
It's the sickest fucking joke. How do we break out of this paradigm?
>>
>>563735736
At the moment I have a 14'' which has stereo + composite RCA output.
All the guides and tutorials I've seen use SCART or YPbPr ouputs. HDMI to YPbPr converter seems to be the easiest, just need a CRT with component input but can't find one where I live.
>>
>>563741785
>which the devs will never bother with.
https://github.com/PCSX2/pcsx2/issues/6348
>>
File: 1748232609856970.webm (3.9 MB)
3.9 MB WEBM
>>563733943
>>
>>563742838
>https://github.com/PCSX2/pcsx2/issues/6348
I say Bug Issue, not your autistic, unrealisable, "do it for me" Feature request, faggot.
>>
File: all night.webm (2 MB)
2 MB WEBM
>>563741785
So, you’re admitting that I cooked you? Hand over my prize (your beautiful mom) so I can breed you a new sissy-ass sibling.
>>
>>563743772
>I say Bug Issue
They just don't care. They’ll never care. How many times do I have to mention that to you at this point?
https://github.com/PCSX2/pcsx2/issues/6348#issuecomment-2364081640
>>
>>
>>563744637
They'll just rely on workarounds like no-interlace patches or 'half-assed' algorithms such as MA, until they find a better solution/algorithm worth baking into the emulator. It makes sense, as they have to prioritize more crucial tasks with their limited "resources".
>>
>>
File: wut.gif (915.5 KB)
915.5 KB GIF
>>563745576
>>
>>
>>
>>563745576
Tell that to the faggot game devs, OS devs, and GPU/driver engineers. It's an unholy faggot alliance. They need to figure it out.
>just precompile it for minutes like you're waiting for a C64 tape in 1983
>just eat stutters despite hardware 100x better
>now we're expected to pay more for the same hardware
Unacceptable. I refuse to believe no one between the game engine, OS, and GPU can find a way to accelerate shaders despite it being a woe even normies have known about for years now.
>>
>>563746465
Some guy explained it in his blog sometimes ago, we're still using shaders like it was the early 2000's, problem is shaders where lightweights thing back then. With today muh UE5 graphics and muh low-level API, shaders are bloated things that can't be compiled seamlessly anymore unless you recode the whole way we do shader or we stop wanting more and more photorealistic graphics, but the GPU manufacturers will never allow that (Even if the IA is now their main customer, not the PC gamers).
>>
File: Prize, now!.jpg (110.3 KB)
110.3 KB JPG
>>563746403
>I don't care
this
Thanks for proving my point. No one cares dude. Bug issues, feature requests, fuck requests, whatever. No one is ever going to care.
Now, bring me your beautiful mom and stop coping. I win.
>>
>>
File: crt screen.png (22.9 KB)
22.9 KB PNG
>>563747101
>Loud degaussing noise*
>High-pitched whine of the electron gun warming up*
Keep coping. I’m already glowing... Your mom, now!
>>
>>
>>
>>563750762
Yeah, I presume they're the types to make everything in their life a gay protest because... I don't know, Unity made some sort of corporate blunder like every company is gonna do at some point. Their socials are probably plastered with topical e-bumper stickers and their fetishes/genderfuckery are barely if at all contained. So yeah, insane, like you said.
>>
>>
>>
>>563751525
the only reason godot is even included in the discussion with unity and unreal is that it was shilled into that position by exactly those people
it has no fucking business being talked about in the same breath as unreal or unity and there are so many other lesser known engines that are way better than godot
>>563752396
I remember it being quite jank on launch with full screen and such like every time you launched the game it would be a bit of a battle to get it running normally
>>
>>
>>
>Emulate(?)/wrap/launch O.N.G.E.K.I. after figuring out all the Allnet server and launcher autism
>game's judgment is dull as fuck and will pass you even if you do a quarter-ass job on a hard song
What a waste of an interesting control scheme and gimmicks.
>>
>>
>>
>>563753330
I'm not so sure about clickteam it was sort of a meme engine when I tried one of their old versions back in the day
>>563753336
well most recently there's s&box though to be fair it wasn't really an option when godot first started getting shilled but today it is a much better option now that they have sorted out the licensing with valve
there's unigine, flax engine, o3de, for 2d focused stuff there's construct, sdl, löve just to name a fewof course there's gamemaker but I can't in good conscience recommend that to anyone making games in 2026
>>
>>563754898
>löve
Of course, how could I forget that engine!? There was an incredibly soulful Pac-Man remake made on that engine that goes above and beyond any remake I've played thus far. (It goes out of its way to not only include mazes from official Pac-Man games, but also various clones, hacks, and fangames.) It's only in the demo phase so far, but from what's available, it's REALLY good.
>>