#256x240 and 9 bit color
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Day 19 of @quezify's Eggtober! Wanted to make some eggs into clouds for today. Process GIF below the cut:
#my art#eggtober2023#eggtober#pixel art#16bit#256x240 and 9 bit color#sorry the gif is a bit crunchy#i did enough dithering that it's hard for my drawing software to display right#had the idea for over easy cloud eggs and a yolk as a moon and got a little carried away with it#eyestrain#flickering#just in case <3
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Retroarch setup page 1 - Profiles and 1200p display
Since I got excited to test the Shield Tablet K1 that I got from Christmas, I testes and experimented a lot of emulators and play with the settings to get the best picture of various systems. Its mainly in Retroarch and getting the best picture quality by having integer scales on small resolutions to a 1200p display, which can be a perfect 5x the size from a straight 240p source. This is best displayed for Shield Tablet K1, or a 1200p display. Scaling in higher resolution gets even better if the screen display is higher like 1200p. For those that have 1080p displays, and to those who don't mind cropping that is like cutting of the edges that a CRT display does, you can follow the profiles here if you want. Cropping can be fine as said from My Life in Gaming and Phonedork when reviewing framemeisters and HDMI mods for real systems. This is about better scaling on a high resolution from emulators.
As to begin, I will only go over the common resolutions and NTSC ones since I barely experimented different resolutions from PAL versions. We'll start on Retroarch since it has custom viewport settings to customize the aspect ratio to near 4:3 ratio. If the system is always in pixel perfect ratio in the first place, then either custom viewport or default aspect ratio is fine, and almost all the profiles are using integer scale. This also works of you want to use adaptive pixel filter like xBR, LCD, or ScaleX while not having imbalanced pixels all the time.
NES and Famicom: With default core settings in Nestopia UE. Viewport-X: 256x6=1536 Viewport-Y:224x5=1120 This is very close to 4:3 aspect ratio while having an integer scaling. It would look as great as if it was set to 4:3 and this is with default crop on height in the core settings. Without the crop, the vertical would be at 240, at least with NTSC. However, it is recommended to use default vertical crop since developers know that CRT would cut most of those parts away. Viewport-X: 256x6=1536 Viewport-Y: 240x5=1200 Another fact that the original NES NTSC resolution is 256x240, it is not a bit wider than 4:3, but it is very close to it, even with the default cropping settings on.
SNES: Same resolution on either Snes9x or Bsnes variants. Viewport-X: 256x6=1536 Viewport-Y: 224x5=1120 Unlike the NES, the SNES is always 256x224 on NTSC at least. The custom viewport is very close to a 4:3 ratio with integer scaling too. As for BSNES Accuracy, it's also good since the horizontal is strictly 512 all the time, and it would do x3 horizontal resolution to 1536, and same thing will happen on pusedo high res games like Kirby or Secret of Mana 2 on the text. As for shaders, I'll get into that on later pages for 2x horizontal scale on bsnes-accuracy. Games with 448i are rare, but if playing those games, then use pixellate shader as the last shader.
Sega Master System: It is a pixel perfect resolution for 4:3 ratio. Viewport-X: 256x6=1536 Viewport-Y: 192x6=1152 I recommend leaving the ratio to 1:1 Par with integer scale on as I will explain in the Sega Genesis profile. Not sure if CRT crops the image since the resolution is smaller than Genesis or NES but I am using Genesis GX Plus with default settings and I am not sure of enabling borders changes it, but it's fine in default.
Sega Genesis/CD/32x Viewport-X: 320x5=1600 Viewport-Y: 224x5=1120 I would recommend setting the ratio to 1:1 par with integer scale because on both Genesis GX Plus and Pipedrive, each would share the same resolution settings on any system played, including Game Gear and SMS. Also, the aspect ratio correction when set to "Core Provided" makes it a little bit difference. A 224 pixel vertical resolution would be 7% taller if stretching to 240, so it's a small difference. It is close to 4:3 ratio that would be seen on real console on CRT, and best for an integer scaling for shaders. Many CRT are technically 4:3, some of their settings on size of horizontal or vertical can have a small difference from each TVs or monitors. They're very few 448i games like Fix it Felix homebrew or two player mode in Sonic the Hedgehog 2, I recommend setting the interlace fields to single field as having double fields doesn't have much of a benefit.
Sega Saturn Viewport-X: 320x5=1600 Viewport-Y: 224x5=1120 I recommend this setting for a 1200p display since some games can have 448i resolution or may have 640x224p resolution. I would use pixellate.cg shader as the last since games can have different resolutions. Although, majority of games for Saturn play at 320x224p, it's safe to use pixellate shader if you don't know what resolution a certain game have. Also, the aspect ratio correction when set to "Core Provided" makes it a little bit difference. A 224 pixel vertical resolution would be 7% taller if stretching to 240, so it's a small difference. It is close to 4:3 ratio that would be seen on real console on CRT, and best for an integer scaling for shaders. Many CRT are technically 4:3, some of their settings on size of horizontal or vertical can have a small difference from each TVs or monitors. Viewport-X: 320x4 or 640x2=1280 Viewport-Y: 224x4 or 448x2=896 For 1080p or similar displays, or want to use it as a small window, this can be safe for integer shaders when switching game resolutions. I recommend going near full screen for 1200p displays with pixellate shader as the last or a non integer scaler like Super-xbr with Jinc resize.
PlayStation Viewport-X: 320x5=1600 Viewport-Y: 240x5=1200 Usually, PSX games do go for a pure 240p game that is easier for integer scaling, but there are several games that can have different resolution, mainly horizontal resolution. Naughty Dog games like Crash Bandicoot or Disney games from TT have horizontal resolution at 512, but their FMV sequence change the resolution to 320x240, and the cores by default does the aspect correct on their own. I always recommend sticking with my given custom viewport for a nice aspect ratio. Some games can go at 480i like Chrono Cross or the PSX boot screen. It's safe to use pixellate shader as the last shader for varying resolutions and if you see combing artifacts that needed to be vertical, though that only happens to Mednafen PSX in software, but I'll get to that in the next page for performance. You may not see any combing artifacts on hardware mode or on PCSXR-ReARMed core. Also, stick with that given custom viewport if you are changing integer resolution settings to go to a 2x rendering or higher and use pixellate shader by default. For standalone apps like epsxe, it's always 4:3, but you may need to set it if they have an aspect ratio option. It is always full screen, and it is recommended to toggle full screen for a stable look on HUD, 2D background, or sprites.
Nintendo 64 Viewport-X: 320x5=1600 Viewport-Y: 240x5=1200 This is pretty much great since most games run in 240p. It is almost the same as letting the integer scaling on while leaving the aspect ratio on any setting that does not change. For 480i games like Pokémon Stadium games or one Mario photography game, it is still safe to go with this custom setting when you set the base resolution to 1600x1200 by default or scale 480p content with pixellate shader. I always recommend going for a higher resolution with Gliden64, since it handles 2D sprites better than glide64, which looks awful even trying to go on native resolution or being close to it and have a blurry HUD. Unlike Mednafen or PCSXR-Rearmed, gliden64 doesn't use Retroarch's windowed resolution in conjunction with it's native resolution and only have a base resolution as an option and goes only multiple of 320x240 or 320x180 for 16:9 mode. If setting base resolution higher while having native resolution at 1x, the screen scales a lot blurry so I recommended going with 1600x1200 all the time unless you have some performance problems. For standalone apps like Mupen64plus FZ edition, always go with Gliden64 profile at best. Set the aspect ratio to 4:3 non stretched, unless if you use game specific settings for a 16:9 game like Banjo Tooie or Donkey Kong 64. Resolution is a multiple of 240p up to 720p selectable, and then you have the highest option that renders it as high as your screen resolution goes. Never choose the lowest quality, 160x120. Like Libretro Glupen64, the app only has a base resolution, and the issue above treated the same, and there is no option for native resolution. On Gliden64, on any resolution, the HUD of Super Mario 64 is always nearest, so you get a clear image. For PAL games, they are the same resolution as their NTSC counterparts except the framerate, since the N64 Video interface would scale them to 288p.
Sega Dreamcast I did not include this yet as the libretro core is still in alpha, and doesn't go for a 240p resolution yet. Just let it use non integer scale with bilinear since most games are in 480p or if you are going for a higher native resolution.
Game Gear Viewport-X: 160x8=1280 Viewport-Y: 144x8=1152 In a normal screen without expanded screen, this setting would look as if using default aspect setting with integer scaling. Like Genesis GX Plus and Picodrive situation, I would recommend going with 1:1 Par with integer scaling if using the same core on different system like SMS or Genesis. However with the expanded screen for Game Gear games, you can turn it on and get a resolution near SMS. Do not turn on borders while using expanded screen as it would create unwanted borders. You can change the Viewport settings to crop some of the expanded screen to a size of 6x, 7x, or 8x if you want to make it look near wide-screen mode if you are advanced with config settings for Retroarch. Sonic games tends to benefit a bit on expanded screen and it's easier to see almost like the SMS counterparts.
Gameboy/Gameboy Color Viewport-X: 160x8=1280 Viewport-Y: 144x8=1152 This goes full screen and does what the integer scaling would do since there is no aspect changes on that. If you plan to use borders, you can go down either to 7x or 6x. It can be useful if you want to use the DMG shaders to see the Gameboy or Gameboy Color background.
Super Gameboy Viewport-X: 256x5=1280 Viewport-Y: 224x5=1120 There is no need for aspect correction if using Super Gameboy since no gameboy games needs to be stretch at any way. It could be set to 1:1 Par with Integer scaling if not using custom aspect ratio. If you don't need borders and only the color features from the Super Gameboy, just use the Gameboy profile above while switching the background to black of you want full screen.
Gameboy Advance Viewport-X: 240x7=1680 Viewport-Y: 160x7=1120 It fills the screen more than what the GB/GBC could do. Treated the same on a default aspect setting with integer scaling. Also, you can scale down if planning to use borders around the screen.
Nintendo DS Landscape dual size top and bottom: Viewport-X: 256x3=768 Viewport-Y: 384x3=1152
Landscape dual size left and right: Viewport-X: 512x3=1536 Viewport-Y: 192x3=576
Portrait dual size top and bottom: Viewport-X: 256x4=1024 Viewport-Y: 384x4=1536 Rotate: Either 90 or 270 depending on your view or if you set the core to auto rotate on your device. I did not include the left and right for portrait view since it is not necessary to see a smaller screen.
Landscape Primary Screen Size: Viewport-X: 256x5=1280 Viewport-Y: 192x5=960
Viewport-X: 256x5=512 Viewport-Y: 192x2=384 On Drastic or standalone Desmume on windows, I recommend using this setup and check 5x on primary screen and the second screen to 2x and have the primary on the left and the other one on the right, and I recommend this if you prefer using landscape view. Desmume core is way slower in Retroarch especially being on mobile device. Drastic is more customizable and let's you swap screens if you are using this setup. The portrait view on top and bottom is also the best option of you want to use portrait view while being an integer scale of 4x. If you prefer borders between both screens on top and bottom, let the top go to center top and bottom go to center bottom and it would have a gap like effect, or use the border options in Desmume. If you are going for higher native resolution, then on Drastic, you can use qulize as the filter for a scale mix of nearest and bilinear while keeping almost as sharp, or on Desmume, just check direct3d and scale filter in it if planning to use xbrz. I would prefer going on the same resolution as the higher native resolution on windows since scaling options between native resolution and bilinear is a mess.
PSP 1920x1088 I don't use the libretro core of PPSSPP since performance is worse and outdated than the standalone app. I only used the core for testing purposes. There is no viewport option on the app, but for a 1920x1200 display, it would show all the screen with small borders on top and bottom, and is a perfect integer scale by 4x from 480x272. If using a 1080p display, you may crop the 1088 height to a 1080. It would cut off one line from top and bottom as if the PSP screen goes from 272p to 270p. You can go a 2x on a screen with scaling to a nearest, but I prefer bilinear. For a 1x resolution, it can be safe to use nearest scaling on a screen that has 1920 horizontal and not worrying cropping the line from top and bottom. Fun fact: Why did Sony go for a 480x272 display instead of proper 16:9 480x270? They provide video playback with mp4 and Aki, and codecs during the release would want a resolution that is divisible to 16, and 272 height is divisible, not 270. Compression tends to be better on a resolution that is divisible by 16, like most codecs. If cropping the lines from top and bottom for a 1080p display, it shouldn't affect much. Its better than having a 4x downscale with small borders on left and right and with minor blur on the screen.
MS-DOS Viewport-X: 320x5=1600 Viewport-Y: 200x6=1200 VGA 1h resolution works best on a 1200p display. I got this from Phil's Computer Lab about getting a 1200p display and shows the benefit from Dos games. Although, there are different resolution on dos operating system, most games are in 320x200p. Not sure what to do about the refresh rate of 70hz, and most tablet, phone, and most modern monitors won't play in 70hz, so frames are skipped. On text mode, the dos resolution is supposed to be 720x400, a bit wider than 16:9 by 1:1 par, but on dosbox, text mode is at 640x400, and they are 8 width in dosbox instead of 9, like it would show on pcem or dosbox-x. I recommend using pixellate shader as the last shader if you switch to text mode for setup or playing a text based game. The height of text mode can do an integer scale to 1200, but the width to 1600 would be a fraction. On 480p resolution, use pixellate shader as using the full screen is necessary on a tablet. The text are always supposed to be blurry as seen at startup screen before starting windows. You would have a fraction from dosbox or some odd horizontal scaling if using pcem or dosbox-x. There isn't pixellate shader in standard dosbox or on the direct3d or opengl shader patch, but use it from Retroarch. For dosbox, if you want clear nearest picture on a 1200p screen, set full resolution=1600x1200, render=openglnb, scaler=none, aspect=false and let the monitor or drive(recommended) scale it with aspect ratio correction. If you set full resolution to 1920x1200, then make sure aspect is set to true, hut I recommend the latter since it would always be 4:3. For the text and 480p game resolution, if you want to retain the clarity of VGA 1h games, then set scaler=normal3x, which makes the games look near nearest, but not as clear by a bit and not affect other high resolution, and have render=opengl to use bilinear filter. If you are using direct3d patch, then set render=direct3d with shader= either nearest.fx or bilinear.fx of what settings you want to use above. On android, Freebox and Dosbox Turbo doesn't have screen options other than scaling filter and not having the screen stretched. They are outdated and still have bugs found in dosbox 0.74. Always go with Magic Dosbox since it's more customizable, and faster with better stability. On Magic Dosbox, never check aspect or set aspect=true, since it would preprocess the screen using nearest scale on vertical resolution from 200 to 240 and same on text mode. Even setting the settings to bilinear, jaggies from aspect setting is noticeable and it's distracting. Always unchecked aspect and set it to false if using advance settings. Always go full screen mode especially since the app doesn't have immersive mode yet. In the main menu when clicking back, click on aspect ratio and click custom and change the width to 84% or 83%. It is around 4:3 and the closet, but on nearest, scaling isn't perfect but it's not as worse as in text mode. If playing at 240p or 480p, then the custom settings will affect it and not be proper 4:3, so I do hope the aspect correction is implemented in the app and not use it from dosbox itself. Always leave the height 100%. Unlike home consoles on CRT era, dos games can never be cropped since CRT monitors shows everything.
They're are other consoles I didn't go over yet because I haven't tested them yet, but they would be uploaded here later.
I did put out on some profiles that you could use integer scaling and set aspect to config or 1:1 par instead of custom because some of those home and especially handheld console don't have different aspect ratio from their native resolution. Of course, you can shrink the sizes if planning to use borders on custom aspect ratio with viewport options.
Next page will be about performance on the Shield Tablet K1 and see how it performs across emulators. Usually on Retroarch, it's recommended for playing older consoles like the NES or SMS since you have more customizable options.
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