Dark Bit Factory & Gravity

GENERAL => Projects => Topic started by: vtlmks on February 23, 2023

Title: New project
Post by: vtlmks on February 23, 2023
Hi all, I have a big project on the way, but first I wanted to rewrite the 'Base'-code to be a bit better, if you have the time, please tell me if the CRT effect is TOO much or fine. This is not images from the new project, which I don't want to announce yet, but from my last remake that I've moved to the new framework.

Thanks for everything :)
Title: Re: New project
Post by: STos on February 23, 2023
please tell me if the CRT effect is TOO much or fine.

Hi there,

This is probably going to be no help to you, but here goes...

Not knowing too much on the subject of CRT shaders/effects could you elaborate on what "too much" is for the uneducated (me ::))

Other than not having a comparison with another effect, I can only say that I like it!
Title: Re: New project
Post by: vtlmks on February 23, 2023
Hi,

Good to hear that you like the effect. And for remakes I've made it so that you can turn it off while the remake is running to see the difference.

I asked mostly because on a real "monitor" like the Commodore 1081/1084s, that I used on the Amiga 500, the picture was a lot sharper, this filter is more like what you'd see on a larger TV, from making emulators I've noticed some people doesn't like the extra bloom very much which is why I ask :)

I like the effect as it is, but I wouldn't want to code on a monitor with that much bloom hehe.
Title: Re: New project
Post by: ttemper on February 24, 2023
Hey :) Going by the above screenshots, the CRT effect is good (screen bend)... the only thing I'd change is reduce the blur and maybe add some chromatic aberration to compensate.
Title: Re: New project
Post by: vtlmks on February 24, 2023
I've made some changes to the shader, as I'm going from a small texture and render it in 3x the resolution the chromatic aberration effect gets a bit exaggerated, but not much to do about it unless I make it multipass I guess. Please tell me what you think, I'll attach two different demoparts with and without chromatic aberration.
Title: Re: New project
Post by: STos on February 24, 2023
I've made some changes to the shader, as I'm going from a small texture and render it in 3x the resolution the chromatic aberration effect gets a bit exaggerated, but not much to do about it unless I make it multipass I guess. Please tell me what you think, I'll attach two different demoparts with and without chromatic aberration.

Definitely without in my opinion.  The other is too blurry, or could it just be my aging eyes?
Title: Re: New project
Post by: ttemper on February 25, 2023
Hmm... the chromatic aberration one is too blurry imo, so my choice is the 'without'.

Each time I look at the chromatic aberration version I keep blinking to try and focus properly. hehe.
Title: Re: New project
Post by: vtlmks on February 25, 2023
Thanks both for yout input. I do agree that it looks very blurry, I will remove the chromatic aborration, I will write a note about maybe adding it at a later time.

I will attach an archive with two executable files if someone wants to see what it look like right now (without chromatic aborration), one executable is for linux and one is for windows 7+, I'm on linux so I'm cross-compiling for Windows but have only tested on windows 7, so if anyone feels like trying, please tell me if it works and what platform.

Press 'C' to toggle CRT-emulation.

/ViTAL
Title: Re: New project
Post by: STos on February 25, 2023
You may need to provide a statically linked linux version.  I don't have access to Windows and your linux build requires libc versions newer than I/others have.
Title: Re: New project
Post by: vtlmks on February 25, 2023
Yeah, I'm running archlinux, rolling release format, so I have the latest version, I will release the sources and stuff later, but right now it's a mess to try to make an archive and hope for someone else to get an executable from it :)

I might try to install an older debian virtual machine and compile all parts there, that should work, but it'll take some time, not earlier than tomorrow at best.

What version of libc do you have b.t.w?  `ldd --version ldd`

/ViTAL
Title: Re: New project
Post by: STos on February 25, 2023
What version of libc do you have b.t.w?

Sorry, I meant to include that in my post.

I'm running version 2.31 on Debian 11/Bullseye
Title: Re: New project
Post by: ttemper on February 26, 2023
It works fine here. Win 10 Pro 22H2 (with 3060Ti). I could adjust the window size too (drag with mouse), I like that. Normally you cant due to no top window bar (not sure if you left that in on purpose though).
Title: Re: New project
Post by: vtlmks on February 26, 2023
@ttemper: Great to see that it works, I had tested it on windows 7 that i had on an old laptop, so I'm happy to see that it works on windows 10 as well.
It is intentional that you should be able to resize the window, I wanted to be able to resize it to smaller than 3x the rendered output, but due to how I do stuff in the shader that would introduce moire effects, I could make a flag to enable it, and add a keyboard shortcut to reset to the original size tho.

@STos: I setup a debian machine with glibc 2.31 and have compiled a test version there, I hope it works, I'll attach it to this message :)

If anyone has any more ideas for what to add to the 'base', just write a message. I will release the base as open source once I have my larger project done, perhaps earlier if I feel that it has all stuff in it.

/ViTAL
Title: Re: New project
Post by: Rbz on March 02, 2023
test...
Title: Re: New project
Post by: Rbz on March 02, 2023
test 2
Title: Re: New project
Post by: STos on March 06, 2023
Yeah I can post! :updance: (for now).

vtlmks,

I tried the new version on my desktop and it won't run.

I get an illegal instruction.

I ran it via gdb after and it broke on ma_data_converter_init_preallocated()
Title: Re: New project
Post by: vtlmks on March 10, 2023
Hi, sorry, been in bed sick for a while..

I was worried about illegal instructions, I will recompile with base settings for x86-64, I realized that I've been using more recent CPU-features like AVX and stuff, I'll try to do it during the weekend.

Thank you for testing :)

/ViTAL
Title: Re: New project
Post by: STos on March 10, 2023
Hi, sorry, been in bed sick for a while..

Sorry to here that, get well soon.

Thank you for testing :)

No problem, glad to help.  I'll do what I can on my geriatric machines.
Title: Re: New project
Post by: vtlmks on March 10, 2023
To make it easier, what cpu do you have in your desktop? would make it easier for me to make sure I don't use too new cpu-features?

/ViTAL
Title: Re: New project
Post by: STos on March 10, 2023
No laughing!  ;D

Code: [Select]
Architecture:                    x86_64
CPU op-mode(s):                  32-bit, 64-bit
Byte Order:                      Little Endian
Address sizes:                   36 bits physical, 48 bits virtual
CPU(s):                          2
On-line CPU(s) list:             0,1
Thread(s) per core:              1
Core(s) per socket:              2
Socket(s):                       1
NUMA node(s):                    1
Vendor ID:                       GenuineIntel
CPU family:                      6
Model:                           15
Model name:                      Intel(R) Core(TM)2 CPU          6600  @ 2.40GHz
Stepping:                        6
CPU MHz:                         1595.552
CPU max MHz:                     2403.0000
CPU min MHz:                     1603.0000
BogoMIPS:                        4786.82
Virtualization:                  VT-x
L1d cache:                       64 KiB
L1i cache:                       64 KiB
L2 cache:                        4 MiB
NUMA node0 CPU(s):               0,1
Vulnerability Itlb multihit:     KVM: Mitigation: VMX disabled
Vulnerability L1tf:              Mitigation; PTE Inversion; VMX EPT disabled
Vulnerability Mds:               Vulnerable: Clear CPU buffers attempted, no microcode; SMT disabled
Vulnerability Meltdown:          Mitigation; PTI
Vulnerability Mmio stale data:   Unknown: No mitigations
Vulnerability Retbleed:          Not affected
Vulnerability Spec store bypass: Vulnerable
Vulnerability Spectre v1:        Mitigation; usercopy/swapgs barriers and __user pointer sanitization
Vulnerability Spectre v2:        Mitigation; Retpolines, STIBP disabled, RSB filling, PBRSB-eIBRS Not affected
Vulnerability Srbds:             Not affected
Vulnerability Tsx async abort:   Not affected
Flags:                           fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ht tm pbe syscall nx lm constant_tsc arch_perfmon pebs bts rep_good nopl cpuid aperfmperf pni dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm lahf_lm pti tpr_shadow dtherm