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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: >>557282095
>>
Another day another RPCS3 regression.
>>
>>558016341
even with presets, you miss the quick response and instant feel of a CRT, and the way it refreshes the image will be different than an LCD
you can try to make it seem similar visually but it will still act very differently when it comes to how it creates the image on screen and how it refreshes
>>
>>558033983
It's crazy how they simply refuse to port this game properly. I imagine we'll see a decomp within the next year or two. It shouldn't have to come to that, though.
>>
>>558058186
Why do you think lost odyssey wasn't ever ported to other platforms?
Modern lazy incompetent devs can only handle ps3 ports.
>>
>>558062256
I guarantee you a 360 game is easier to port on average, especially one on UE3 like Lost Odyssey. The 360 at least has an API in common with PCs. Neither are a cakewalk to port to PC with their proprietary unified GPU+RAM setups + PPC CPU, though. Sorry man, your post is kinda stupid.
>>
>>558057543
>quick response and instant feel of a CRT
What did you expect from ‘post-processing’ and emulation/simulation, bro? Doing your laundry? Giving you a blowjob?

That said, CRT beam simulation actually has some potential if your display has a high refresh rate and decent pixel response time.

https://emulation.gametechwiki.com/index.php/Shaders,_presets_and_filters#Display_Hardware_Requirements
>>
I imagine Itagaki's team just didn't preserve the source very well for 2 and Sigma 2's is just more accessible or better documented somehow.
>>
>>558063727
>What did you expect from ‘post-processing’ and emulation/simulation, bro?
i wasnt the one bringing it up. im just pointing out you cant ever 100% replicate how it feels to use a CRT.
>>
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>>558064516
>you cant ever 100% replicate how it feels to use a CRT.
Literally nothing in life is 100% replicable bro.

People run CRT shaders precisely because they're the closest thing we've got until something actually beats old tube tech shows up at sane prices. ¯\_(ツ)_/¯

We're still basically stuck in the AH-IPS / "OLED is the future bruh" era from ~2014. Motion clarity, blacks, response, phosphor decay, zero-lag analog feel, impulse scanning, etc. Modern panels still suck ass at several of these compared to a good Trinitron or PVM.
MicroLED? QD-OLED mass-market prices? Wake me up when it's not $10k+ for a tiny panel or some gimmick watch display. We've been hearing "next year" for a decade now.
Until then, shaders (or ShaderBeam) + high-refresh HDR LCD are what people actually use to chase that feeling.
>>
>>558067192
if you want to build a retro setup from scratch it will always be cheaper to buy a CRT than to buy some high refresh rate 4k monitor
>>
>>558067384
My PC is my retro setup bro, I'm not buying anything *specifically* for retro
>>
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>>558067384
>>
Another day another RPCS3 regression yes, but this sounds cool
https://github.com/RPCS3/rpcs3/pull/18113
what are some games where this would work? playing shooters with kbm (or gyro) would awesome
>>
>>558068154
>can't make Gran Turismo 5/6 playable for 10 years
>let's add a bunch of random shit instead

jewish emulator
>>
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>>558068154
https://emulation.gametechwiki.com/index.php/List_of_console_games_that_support_motion_controls#PlayStation_3

>>558068256
stop noticing bruh :)
>>
>>558068538
It was progressing when that Russian guy was in charge
>>
>>558068731
That guy's corpse must rot somewhere in a Ukrainian trench.
>>
>>558068256
They're still not playable?

I played both GT5 and 6 a while ago, 5 was practically perfect to me.
6 was allllmost there but could crash and it doesn't sounds good at all to me which is kind of a big problem (but I dunno if that's the game itself or just poor emulation, I never had 6 on my actual ps3)
Pretty bad games regardless, really.

>>558068538
oh thanks
>>
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>>558068731
Yeah, as always, Slavs (and Japs) are the based ones. Westoids are the fags, JJs the rats.
At least they improved RPCN in the meantime. Hope they fix the crashes and shieeeet soon.
Z-culling fixed too: https://x.com/rpcs3/status/2023485091318735348
>>
>>558068256
It is actually not random shit. You can't even play killzone without sixaxis stuff. Adding this would be great, if it worked.
>>
>>558063475
>I guarantee you a 360 game is easier to port on average,
Every single 7th gen port to modern stuff was the ps3 version. There Is something about xbox 360 stuff that just doesn't' work for modern unreal.
>>
>>558072418
Oh right KZ2 had those shitty forced minigames, people couldn't get past them?
>>
>>558072887
You have to turn a valve at the beginning using sixaxis. You can't skip it.
There Is also sly cooper forced minigames.
>>
This may be a stupid question, but is there some kind of scrobbler for playtime from emudeck?
I want to keep track of my playtimes from there, so I can then keep playnite up to date.
>>
>>558068256
>>let's
It was done by a random guy who has never contributed before.
>>
Did RPCS3 break MGS4 again

the title screen FMV's are almost unplayable, have to skip them. the actual ingame cutscenes are fine however
>>
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Do shaders for VGA/2000's PC monitors exist?
>>
>>558083080
https://emulation.gametechwiki.com/index.php/Shaders,_presets_and_filters#Shaders_on_real_CRTs
>>
>>558083456
No I mean, shaders to get the looks of those emonitors in modern screens
>>
What shaders are you guys using for gba?
>>
>>558088489
crt-royale
>>
crt-quarter-pounder-with-cheese
>>
I've done the research, there are only 2 shaders worth using on SDR, I don't use HDR
for crt emulation: CRT-Royale-Kurozumi
for old lcd emulation: pixel_transparency-lcd3x
that's really it, now if someone could translate those from slangp to hlsl so we use it on shaderbeam instead of retroarch, that'd be good
>>
>>558089797
>for crt emulation: CRT-Royale-Kurozumi
you're retarded bruh
royale looks like shit
PVMs look shit
>>
>>558089797
>shaderbeam
another shit project that adds multiple frames of latency to everything
3rd party shaders for interactive media aren't worth it unless the program supports them as part of its internal rendering process
>>
>>558089869
then no sdr shaders look good, because that's the bes tone
>>
>>558090239
>then no sdr shaders look good
wrong
>because that's the bes tone
wrong
>>
>>558090379
then whats teh best
>>
if your monitor has enough brightness for hdr why even use a shader? it looks worse
https://www.youtube.com/watch?v=tQqk2RguAQg
>>
>>558090532
>enough brightness for hdr
brightness has nothing really to do with it, you need local dimming
you can shove a 1000nit backlight into a normal crt and all you get are bright brights and bright darks
>>
>>558090437
the shader you used as a kid
>>
You can't tariff an emulator.
>>
Does anyone know how to go about setting up mouse look for AC Nexus on PCSX2? I tried the most recent guides I could find on settings up keyboard and mouse controlbut they didn't work.
>>
>>558089797
>slangp to hlsl
anon, slangp are basically metadata while hlsl is an implementation, do you mean slang to hlsl? do it yourself, 99% of converting between glsl/slang/hlsl is just swapping between naming conventions
>>
Fun fact: You can insert any song into Journey, so long as it's named "sepways" and is a wav file. (It also has to be zipped under the name "journey".)
https://files.catbox.moe/lwmlnq.mp4
>>
>>558105080
I have no idea what you're talking about but lots of old games used absolutely no obfuscation or advanced asset packaging and just had stray assets in the game directory that you could modify or replace.
>>
>>558105525
Huh, I assumed MAME (and its derivatives) tend to hardcode the game itself, with only the samples remaining modifiable.
>>
>>558105525
>>558105735
The reason you can do this with Journey is because it uses a cassette player for music playback, and MAME emulates that by just playing a wav file.

Most old games don't have a file system at all. Old games did more often than not have some sort of compression for at least some of the assets. And even if they aren't compressed and you can find them in the rom, replacing a file is often often more complicated than just replacing it, because the binary is already linked.
>>
>>558109468
>Old games did more often than not have some sort of compression for at least some of the assets
unless you're talking about random compression schemes devs pulled out of their ass in the 8/16 bit console era, most compression was just zlib and standard video/audio codecs
once you get to cd media and pc games shit was literally just thrown in random folders, either raw or basically just zipped
>>
>>558109468
Clearly we're talking about games in a file system context since the premise was that there's a file to replace.
>>
>>558112156
the Journey arcade game came out in 1983
>>
I'm building a home server and was wondering if anyone here runs most/all of their emulators on a server and then streams over network? I've used Steam link and am quite happy with the experience but wanted to know if there is a better method?

Additionally, is there anything similar to hShop for a modded PS4? Was planning on playing through the entire FF series of games that I don't have on steam and yeah I can just download all the games manually and then transfer over USB but was wondering if there is a better solution?
>>
>>558112368
File systems have existed since the 60s.
>>
Does anyone use a Dualsense as their main controller? I've ran into an issue where emulators are essentially stealing it from my PC. I like to use OBS and antimicro to map the mic button to take screenshots. But what's happening now is as soon as an emulator turns on, that's the only thing it can communicate with. It still shows up in the controller list but none of the buttons do anything on anything except the emulator.
>>
>>558089869
>PVMs look shit
Yeah. High-TVL on PVMs just makes everything too sharp and separated, turns 240p into obvious barcodes with black voids everywhere. Real '90s kids played on low-TVL consumer shadow/slot mask slop (~350-450 TVL) where pixels blend properly into that soft, glowy mess devs actually targeted. PVM sharpness is pure broadcast autism for richfags, not the living-room soul most people actually experienced.

>>558090437
https://emulation.gametechwiki.com/index.php/Shaders,_presets_and_filters#Quick_Reference
>>
>>558120682
You're missing the point. It's not relevant on what actual hardware those games were mainly played on. It's not relevant on what hardware those games were developed on. What matters is that games on PVMs look like shit artistically and aesthetically.
>>
>>558114232
>antimicro
>what is this? google it
>website literally tries to make you open windows cmd
My sides. I would quit using whatever that is and use DS4W instead you can use that to map any buttons you want and also turn the controller into xinput.
>>
>>558097427
I don't think it's supported on any of the mousehooks available. you'd have to add support manually
>>
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>>558127585
>games on BVMs and PVMs look like shit artistically and aesthetically.
Yeah bro? I’m already with you 100% on that one. <-> >"High-TVL on PVMs just makes everything too sharp and separated, turns 240p into obvious barcodes with black voids everywhere"

>It's not relevant on what hardware those games were developed on.
Back in the 80s/90s/early 00s, the average dev was staring at a consumer-grade TV or cheap CRT monitor every single day while tweaking sprites, palettes, effects and shiet. bloom-smooth dither, bleed to hide aliasing, gamma crush... because that's what 99% of players would see.
Mobile devs today still test on actual phones instead of just their 4K dev monitors for the exact same reason: you design for the target display, not some fantasy reference setup.

>It's not relevant on what actual hardware those games were mainly played on.
Nah, nostalgia isn't some optional bonus bro, it's literally the core reason most people bother with emulation + shaders or hunt down CRTs in the first place. Preservation is cool, but 95% of the scene is chasing that fuzzy, warm back at mom's house in '98 feeling. If you strip away the consumer-CRT softness and slap on clinical PVM sharpness, you get something technically impressive but emotionally dead for those people.
>>
>>558129973
You operate on the presumption that
1. You know exactly what hardware game devs were developing and testing on
2. That the devs know best what their game should look like

I don't subscribe to either of them. Devs just work on whatever hardware is available to them and if I happen to possess something that exceeds its capabilities (say, a display with larger color volume or CPU that can runahead to the point of less input lag than the original hardware), then I see no point of limiting myself to those confines.
As far as shaders are concerned, just choose what looks best to your eyes and don't get hung up on what others have already experienced
>>
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most of the devs were looking at a crt monitor writing code
>>
>>558131927
>presumption 1 : that the devs know best what their game should look like
Yo, but they literally built the game around how it looked on the shit they actually owned and tested on. You can argue they don't always pick the objectively best settings/combo, sure. But that's a completely different conversation.

>presumption 2: you know exactly what hardware game devs were developing and testing on
Yeah… and they showed that hardware constantly during dev?
I'm in mobile gamedev myself, we test on whatever trash phone is sitting on the desk, not on some reference 4K OLED. Same logic applied back then.

>Devs just work on whatever hardware is available to them
Exactly my point. Most of the time it was some random consumer CRT hooked up to a devkit in the corner of the office. They weren't color-grading on a 15k$$$$$$ Flanders broadcast monitor lmao.

>I see no point of limiting myself to those confines.
Go for it bud, sky is the limit. But don't pretend you're playing the original game at that point (or "as intended") when you're running it at 4× native res with ray-traced ballsack reflections. :D

>As far as shaders are concerned, just choose what looks best to your eyes
Yeah, that's pretty much it.
At the end of the day shaders (and all post-processing) come down to your personal taste. If something doesn't look right to you, you just turn it off or swap it out, no one's holding a gun to your head to keep it on.
>>
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>>558133168
>Yo, but they literally built the game around how it looked on the shit they actually owned and tested on. You can argue they don't always pick the objectively best settings/combo, sure. But that's a completely different conversation.
Sure thing. Now tell me, do you think the top image or the bottom image looks better?
>>
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>I pointed the camera directly at the sun and there was bloom!!!
>>
>>558133354
top looks better
>>558133168
> But don't pretend you're playing the original game
why would I
>or "as intended"
I don't pretend to know developers intentions, I'm not even sure they had concrete intentions to begin with, refer to >>557970468
>>
>>558133591
>top looks better
>>558133506
>wojak
Yeah feels like the argument is over.
>>
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>>558133354
>>
>>558133354
that's 8th/9th gen, bro.
couldn't care less about post-HD era and shieet.
>>
>>558133917
>that's 8th/9th gen, bro.
But the image is still 100% true and happened in the past. There are people who play GBA games with a greying shader just to emulate the GBA not being backlit, pic related.
>>
>>558133591
I'm not autistic about devs' TV white points bro.
"Similar enough" output is fine by me. Some folks are just terminally obsessed with every little detail lol. That wasn't what I was getting at. But anyway, I think we're talking slightly different things here. I see where you're coming from though.
>>
>>558134197
>There are people who play GBA games with a greying shader just to emulate the GBA not being backlit, pic related.
Eww brother, whats that?
I'm the Duimon preset guy for handhelds
>>
aaaaaaaaaaaa just beam the video directly into my brain and release the endorphins so I think it looks good
>>
>>558134691
sure thing, sir. would you like the complimentary "hand relief" while the dopamine drip installs?
>>
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>>558134691
>>
In the 00s people were actively praising the sharp pixel look.
>>
>that anon who keeps deleting and reposting multi-paragraph postings because of a typo
>>
>>558135615
The plastic hoarders are still doing it. They are simply retarded.
>>
>PGO: These are built with Clang, and use PGO. PGO (profile-guided optimization) uses data from prior compilations
to determine the "hotspots" found within the codebase. Using these hotspots,
it can allocate more resources towards these heavily-used areas, and thus generally see improved performance to the tune of ~10-50%,
depending on the specific game, hardware, and platform. Do note that additional instabilities may occur.
I dont believe any of this
>>
>>558139069
>I dont believe any of this
based
>>
>Nov 12, 2024
>force-pushed the soft-float-int branch last month
https://github.com/PCSX2/pcsx2/pull/12001
>>
>>558140447
>>
Apparently Xenia Edge now runs NG2 without issue? I have to try it..
but it sucks that Xenia manager doesn't support the Edge fork, unless I'm missing something
>>
>>558142020
>Xenia manager doesn't support the Edge fork
Edge has its own built-in Qt6 frontend + some nice quality-of-life improvements. Just use Edge from now on.

>>558141126
>>558140447
That, plus having to deal with per-game GS upscaling and deinterlacing hacks in gameindex is probably another huge pain for the devs.
I think they should just switch to ParaLLEl-GS with SSAA instead of sticking to their custom GS emulation: https://github.com/Arntzen-Software/parallel-gs?tab=readme-ov-file#features
>>
>>558142861
Floating point emulation has nothing to do with the GS component. Even with ParaLLEI-GS, these rounding problem will stay. Also, P-GS is far more demanding on the hardware and the image is more blurrier than with GS.
>>
>>558143443
>Floating point emulation has nothing to do with the GS component.
Of course, what I meant was they could focus more on other stuff like FPU/EE/DMA issues instead of GS upscaling hacks if they switched to ParaLLEl-GS + SSAA. But yeah, you're right about the performance hit.
>>
>>558083080
VGA monitors weren't nearly as distinct as 15khz TVs. If you throw double-scan (two scanlines per row of pixels) at 240p, normal scanlines at >=480p, and some phosphor decay (light trails when things move in dark backgrounds) you're about 95% there.
>>
>>558133020
World of difference between 31khz high res monitors with far fewer artifacts, meant for actual work, and a blurry-ass 15khz TV. Realistically they had each nearby.
>>
>>558144183
Except most of PCSX2, especially Refraction, know only of GS, it's years they are on it and they dev what they know. P-GS is a black box for them and any bug with it will have to wait when TheMaiester decide to work on it again.
Also, they are retarded so they think it's some sort of RA exclusive thing, where RA were simply less hesitant to put it in.
>>
>>558145331
>they are retarded
Oh, that explains their stance against the project. Thanks
>>
just found out my eldest brother (big age gap) did have game consoles, but my father crushed a few of them in one of his outbursts so the SNES doesnt work at all and i think the master system doesnt either
>>
>>558051724
More and more X360 recomps are popping up. What a beautiful sight.
https://xcancel.com/Hinzoto1/status/2025228597535879406
https://github.com/rexglue/reblue
>>
>>558146381
>xcancel

tranny
>>
my GPU can't handle xenia at 4K, and at 1440p image is jaggy on my 1440p screen
what is the absolute best post-processing AA I can apply with Reshade?
>>
>>558142861
>Edge has its own built-in Qt6 frontend + some nice quality-of-life improvements.
I see ty, interesting, gonna try it right away!

>>558146381
>NG2 Recomp running
holy shit, that's amazing. I thought it was gonna be one of these meme recomp projects that don't actually get any work done.
>>
>>558146719
Xenia should have fxaa built in, if you don't want that then SMAA on reshade will work. It's been a while since I last checked all the snowflakes AA shaders for reshade but iirc nothing was magically working all that much better than SMAA+FXAA with 0 subpixel option.
>>
>>558147910
Xenia has some mix of fxaa, fsr and RCAS, like the rest it's all hidden in the .toml. But with manager or edge you should be able access it.
>>
>>558146381
>>558147910

Still waiting for the early EA Sports HD Xbox 360 exclusives, Fable 3, XBLIG, Doritos Crash Course and Full House Poker to actually run properly on Xenia… :/
>>
>>558148929
>early EA Sports HD Xbox 360 exclusives
Madden NFL 06
NBA Live 06
Tiger Woods PGA Tour 06
FIFA 06: Road to FIFA World Cup
NHL 07
FIFA 07
NBA Live 07
2006 FIFA World Cup
UEFA Champions League 06-07
NCAA Football 07
NCAA March Madness 07
Pro Evolution Soccer 6 / Winning Eleven 2007: College Hoops 2K6
NHL 2K6

https://archive.is/1WLBH#p550987982
>>
>>558144183
>>558140447
>>
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I'm a retard, does Dolphin have any setting that allows you to prevent the framerate from suffering during slowdown without just increasing the CPU speed (which would make the game run faster overall)? Like if I'm playing a game at 30fps and it starts to dip, I want it to hold 30fps but not go beyond that.
>>
>>558145331
Refraction in the only one left that know shit. The others are just posers that only update useless deps and translations to boost their stats
>>
>>558160938
>which would make the game run faster overall
does it now? did you actually try?
>>
>>558162048
Huh, weird, AR codes that increase the framerate make everything run faster yet overriding the cpu clock doesn't seem to do anything at all. Still the same slowdown, yet it doesn't run faster.
>>
DuckStation now supports CloneCD images, but does it also handle LibCrypt protection via .sub files?

https://emulation.gametechwiki.com/index.php/Ripping_games#Comparison

https://github.com/stenzek/duckstation/commit/dcb3e3624e32c9c73f249ee370679b85a9ef277e
>>
>>558161132
>>558145331
>>558145997
I thought the PS2 emulation scene was popular, unlike Xbox's. What happened? Why isn't there greater interest in improving it further? PS2 isn't a target like the Nintendo Switch or 3DS either.
>>
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>>558146381
>>
so many recomps coming out it's hard to keep track, I'll have to make a .xlsx with all of them so I don't miss anything
I think we're getting like 1 per month at this rate
>>
>>558171656
https://emulation.gametechwiki.com/index.php/Game_engine_recreations_and_source_ports
>>
>>558172032
thanks
>>
>>558083080
Yes. Lottes can be setup to to look like a VGA monitor.
Or a BVM.
Or an arcade monitor etc.
>>
>>558120682
Even sony consumer TVs look shitty.
I have one for emulation via component transcoder, but i use the GTU shader to lower the vertical signal bandwidth, because otherwise the image is far too fucking sharp and it looks awful.
>>
>>558174027
Digital 576i or 1080i ones?

I actually think they look better than even high-end VGA CRTs in many cases, though I still love Sony’s CPD series, those look absolutely magnificent.
>>
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>>558174509
Good shit for sixth gen, wii and early x360
>>
>>558173839
eg final fight snes if it were running on a VGA monitor (1/2)
>>
>>558146719
FXAA preset 39
>>
>>558173839
same game running on a Sony BVMEME monitor (2/2)
>>
>>558174828
Lotte's mask, right? (PCSX2's got that same shitty "mask" replication too.)

That Lotte's mask simulation has always been awful and still is. I genuinely don’t get why people keep using it. It doesn’t look remotely like a real mask, not even in a cool stylized way if you ignore realism. Why?
>>
>>558174828
>>558175012
blurry or too pronounced scanlines, pick your poison
if only someone would make a shader like the second but dialing down the scanlines thickness
>>
>>558175398
The scanline thickness isn’t even that bad desu.
That’s basically what a 15 kHz arcade cab looks like, right? Plus the dude’s probably going for a high-TVL CRT sim, so it’s pretty normal.

https://emulation.gametechwiki.com/index.php/Shaders,_presets_and_filters#Display_Hardware_Requirements
>>
>>558175760
it doesnt look good bro, it just doesn't, just a tiny little slimmer wouldn't hurt anyone
>>
>>558175760
>>558175161
(cont.) Grabbed this from my SyncMaster 1100MB (224p@165Hz), those scanlines are normal for 15 kHz mask sims.

https://www.youtube.com/shorts/ZjqCDXqkPHw



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