PCSX2 has one significant advantage with the plugin architecture and that is the capability of making things modular like they are. I'm not sure the SNES9X output can really handle that though. Not have to choose one or the other but to have both a custom scanline filtering applied over the image and additional post-processing via external configuration files (or SNES9X equivalent). I believe what the OP is asking for is something similar to what PCSX2 has rather than what SNES9X currently has or what puNES has done. PCSX2 is built in such a way that you can apply a 'scanline' filter (dubbed TV mode) in addition to an external custom filter through special files to add in additional post-processing effects like bloom. In puNES (NES emulator here on github), the image can be modified by a software filter or a shader but not both. I mean, shaders and overlays are supposed to work differently as explained correct (with the overlay not being affected by any of the shaders)? Let me know if I'm wrong or if it's just my imagination and I'll just close the thread no worries. Same scanlines setup with retroarch (overlay): You can tell they are there from 3 feet away. These are my scanlines with bloom in mame (50% opacity) (overlay): But you can if you put your nose to the screen. These are my scanlines with bloom for snes9x (50% opacity) (shader): So what I meant by overlay is having a slot where you can use an image and it sits on top of everything without being affected by blur, bloom, etc. The best scanlines i've seen are in pcsx2, epsxe, bsnes (after modding the thickness), retroarch (using a png overlay), and mame (using a png overlay). They are either always too thick, or clump together forming unevenness. "Also if you just want scanlines, why not just use a scanlines shader?": scanline effects from sweetfx, the collection of shaders that this uses, as well as most built in scanlines don't look very good. I wouldn't know what specific term I can use for that. "I think you're asking for such a special case that a custom shader would have to be written for you.": nah, just asking for an overlay selector so that whatever png I use is not affecting by any post processing effect. If it were a true overlay, the scanlines would be over everything and the effect wouldn't affect them. post processing effect has an impact on a scanline png making them difficult to see. "the shaders are the last thing that are applied to the output image.": but since the scanlines are in shader form instead of overlay form, any blur or bloom, etc. My personal favorites are CRT-Easymode and CRT-Hyllian-glow without the glow effect, with some adjustments to the parameters."I'm not sure what postprocessing effects you are talking about": any post processing effect used in unison with this. I’d look into the CRT shaders if you want to improve the image quality and accuracy. There is a huge amount of lost detail and it totally destroys the pixel art, not at all what the original artists intended. Sorry, but I think that shader looks pretty terrible So really Im just interested in what I should try next as far as making the image look nice on a 1080p monitor… Then I realized I could combine them to get the benefits of each Then I discovered the dithering (or technically anti-dithering right?) shaders, and how they can blend the dithered colors and pseudo transparency used in some games I was playing around with different presets and discovered sabr, which so far seems to give the nicest smoothest image Ive seen so far on tons of old 2d games.
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