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What filters/shaders does /vr/ like to use when emulating?

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Thread replies: 27
Thread images: 2

What filters/shaders does /vr/ like to use when emulating?
>>
HQ4x
>>
Pixellate or sharp-bilinear.
>>
>>3794134
None.
>>
>>3794134
The one where you kill yourself.

Quit making these bait threads.
>>
>>3794134
>that pic

eww
>>
THE
>>
>>3794134
Very light scanlines. I think full on CRT shades just look hokey.
>>
crt easymode halation with mask off
>>
Jankolfowlewitz CRT Multipixel crystal shaders
>>
>>3794134
Curvature was always a step too far, for me.

I bounced between a few, ending up just using... bilinear. It was becoming a bit ocd-like before this, always trying to find the perfect picture, switching between every 10 minutes. I guess I snapped.

It's better this way.
>>
>>3794134
One I configured to emulate the old shitty TV I had growing up.
>>
>>3794134
"TV Mode" is the only one acceptable and only for overdithered games.
>>
>>3794134
Blargg NTSC RGB for Super Famicom.
Blargg NTSC Composite for Famicom.

No additional stretching for my laptop and playing in fullscreen 640x480p.
>>
>>3794134
Composite + crt (hylian looks as good as royale or even better at 1080p which is what I have)
>>
Anyway, nothing still beats playing on real hardware and CRTs.
>>
>>3794134
why you ar playing the snes v of FFV ?
>>
>>3795059
What's wrong with that?
It's better than the PSOne version since the Engrish isn't that bad and it loads faster.
And this is a more authentic experience than playing the Game Boy Advance version.
>>
>>3795063
>And this is a more authentic experience than playing the Game Boy Advance version.

:\ o-ok..
>>
>>3795059
GBA version has:
Shit resolution
Shit font
Watered down colors
And judging by other SNES ports I've played on the advance, probably worse music too
>>
>>3795080
you're a casual player.
>>
Only playing Famicom now with composite (I think it's blargg) and crt-geom.
Last time I tried other CRT filters I either didn't like them or they would cause slowdown.
>>
The only ones I ever use are light bilinear for SNES games, because of the aspect ratio issues, and ePSXe's fullscreen smoothing, because it's a very minor effect that fixes pixel oddities at any resolution. I can't stand those filters that blur everything to hell and back, add scanlines, or try to round off the corners on everything.
>>
>>3795050
Agreed

With the exception of emulators on HDTVs
>>
File: 12.png (983KB, 2392x896px) Image search: [Google]
12.png
983KB, 2392x896px
>>3794134
CRT Royale Kurozumi
>>
>>3794134

Black & white w/ scanlines, curvature, and occasional blinking off and on just like my old shitty tv. Get on my level scrubs.
>>
>>3794134
I smoke crack until I get bleeding in my eyes to simulate the orange plasma screen on the IBM 386 laptop that I used to play Doom on as a kid. I also launch ten instances of FoldingHome and another ten of SETIHome so Chocolate Doom runs at 5 fps on my system just like on a 386 with a bottlenecked 8 bit ISA VGA.
Thread posts: 27
Thread images: 2


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