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Custom PPSSPP shaders
08-12-2015, 09:16 PM
Post: #181
RE: Custom PPSSPP shaders
Oh I remember reading about the link thing, I didn't know that also went for image attachments. Oh well, I'm sure I can find some other stuff to talk about first. Tongue Thanks.
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08-13-2015, 12:01 AM
Post: #182
RE: Custom PPSSPP shaders
Due to being bored and people mentioning it a few times recently, I added my own version of scanlines, it's very simple using different method than the shader in ppsspp and can be mixed with other shaders easily:].

Also added some gauss smoothing shaders which I was using for some time for downscaling and 2 test modes.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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08-13-2015, 08:56 AM
Post: #183
RE: Custom PPSSPP shaders
(08-12-2015 09:08 PM)vnctdj Wrote:  I know this is really annoying... But this is an anti-spam measure, you need to post at least 8 posts before being able to post links, and images are considered as links Undecided

After making 8 posts I still can't seem to use attachments. I can upload them, but they do not exist on the server. If I go to "manage attachments" they appear in the list, but when I click on one of them, it says "the specified attachment does not exist". And when I add the attachment to the post, it simply does not appear. No error message, there's just nothing.

In fact it seems this attachment problem is completely separate from the links/postcount thing, as I found that this person was able to post attachment images even though they could not post links yet due to insufficient postcount: http://forums.ppsspp.org/showthread.php?...4#pid94964
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08-13-2015, 07:28 PM
Post: #184
RE: Custom PPSSPP shaders
Hmm, that's strange, I have never heard of problems with attachments before Undecided
I'm sorry, I don't know how to help you more...

But anyway, now that you can post links, you should be able to post images hosted on external websites like Imgur or HostingPics Smile

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08-13-2015, 08:37 PM (This post was last modified: 08-14-2015 12:44 PM by Nick001.)
Post: #185
RE: Custom PPSSPP shaders
Yeah, I just uploaded the pics somewhere else - means I can use higher quality images too. Wink And oh no, I got beaten to it! Haha. I guess I'll just post what I was gonna post earlier anyway:

So while the two scanline shaders that already exist are pretty cool, I noticed they didn't exactly align to the PSP's output pixels which bothered me, so I decided to try to figure out this shader language to make something to my own liking. So I got a bit carried away and ended up with a customizable scanline shader complete with RGB phosphor grid and TV screen curve settings (making shaders turned out to be pretty fun!). I'll call it an "arcade mode" or something just to differentiate it a bit. Tongue

I'm not a real coder or anything and I don't know how to contribute to PPSSPP (in fact if anyone would want to lend a hand in submitting this, that would be totally awesome), so here's a .zip with the shader and an .ini file included. Just extract the contents of the .zip to your shaders folder and you should be good to go.
http://nix.moderatelyimpressive.com/shad...nlines.zip

I made two presets, but the shader file has 7 different settings you can change, so anyone should be able to tweak it to their liking.

This is what preset 1 looks like (zoom in to see 1:1 resolution):
http://nix.moderatelyimpressive.com/shad..._00000.png
http://nix.moderatelyimpressive.com/shad..._00003.png
And here's preset 2:
http://nix.moderatelyimpressive.com/shad..._00001.png
http://nix.moderatelyimpressive.com/shad..._00004.png

The RGB phosphor grid (often confused with scanlines) is actually at its most accurate when at full intensity (1.0 in the settings file), you can see how it looks up close:
http://nix.moderatelyimpressive.com/shad..._00002.png
Configured like this, it actually gives you a headache when you sit too close to your monitor, just like a real CRT TV! Tongue Unfortunately because of the way it works, it also unavoidably cuts the brightness of the image by 2/3rd, so unless you have a monitor that can crank up the brightness to 3x, it's best to leave it at the low setting it's at in preset nr 1. Or you can turn it off if you don't like it at all.


Here's some more random screens, I like how it looks on 3D games at their original screen resolution (which, believe it or not, I actually made this for in the first place):
http://nix.moderatelyimpressive.com/shad..._00009.png
http://nix.moderatelyimpressive.com/shad..._00019.png
http://nix.moderatelyimpressive.com/shad..._00012.png
http://nix.moderatelyimpressive.com/shad..._00007.png
a darker setting of an earlier screenschot:
http://nix.moderatelyimpressive.com/shad..._00005.png


I was actually disappointed at first because many (all?) of the arcade conversions there are for PSP resize the sprites and make them all blurry to fit the screen, so the regular scanline settings won't properly align to the sprites. But then I was surprised to find out that if you increase the internal resolution by at least 2x, the original sprites reveal themselves, and you can edit the settings in the shader to set the scanline count to 224 (CPS2 resolution) and the scanlines will align perfectly! It was an unintended side effect but I'm happy it worked, check it out!
http://nix.moderatelyimpressive.com/shad..._00000.png
http://nix.moderatelyimpressive.com/shad..._00023.png
It works for Metal Slug too:
http://nix.moderatelyimpressive.com/shad..._00004.png
http://nix.moderatelyimpressive.com/shad..._00000.png


Lastly, there is just one small problem which I hope a PPSSPP developer could tell me more about. During certain instances in certain games, any sort of scanline or pattern goes out of alignment, for example here it happens during Wipeout Pulse, strangely enough ONLY when you open the software manual from the options menu. Note the colored vertical lines, that's the RGB grid messing up:
http://nix.moderatelyimpressive.com/shad..._00002.png
The other scanline shaders also have this same problem, except it's not immediately obvious since they're not as strictly aligned. The problem happens most notably during any race in Ridge Racer 2, which is even more strange because it doesn't happen during replays (as you can tell up there) or even during the track-panning before each race.
Presumably something is happening with the height and width of the image buffer texture, but I have no idea what (I'm not actually a programmer, and diving into the actual emulator code seems daunting).
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09-22-2015, 08:31 AM
Post: #186
RE: Custom PPSSPP shaders
Can someone combine Natural Colors and FXAA shader from the preset shader folder? I tried making myself but it failed really hard >.>
And now Im feeling embarrassed of myself.... I feel like I want to chain a pillow to my face forever......

Natural Colors shader kinda fix the over bloom made by Buffered Rendering in God Eater Burst and GE2 and I also want FXAA at the same time

Thank you in advance Smile

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09-25-2015, 08:13 AM (This post was last modified: 09-25-2015 08:19 AM by meganmi.)
Post: #187
RE: Custom PPSSPP shaders
Hi everyone! I dropped by to ask if it's possible for a motion blur shader? And how exactly do I modify an existing shader to work on PPSSPP?
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09-25-2015, 06:19 PM
Post: #188
RE: Custom PPSSPP shaders
I love setting this to ridiculous amounts.
[Image: lLuGoNrm.png]
[Image: d2FIJRCm.png]
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09-25-2015, 11:30 PM
Post: #189
RE: Custom PPSSPP shaders
I use Xaymar Custom Shaders is absolute best though you gotta have either NVIDIA or AMD GPU to make it work,
game shaders available is Wipeout Pulse, Phantasy Star Portable 2, Monster Hunter Portable 3rd HD, Final Fantasty Type-0, Kingdom Hearts Birth by Sleep, Lumines II.

here is an example of MHP3rd
http://imgur.com/a/rKSUo

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09-27-2015, 07:51 PM (This post was last modified: 09-27-2015 08:05 PM by GamerzHell9137.)
Post: #190
RE: Custom PPSSPP shaders
(08-13-2015 08:37 PM)Nick001 Wrote:  Yeah, I just uploaded the pics somewhere else - means I can use higher quality images too. Wink And oh no, I got beaten to it! Haha. I guess I'll just post what I was gonna post earlier anyway:

So while the two scanline shaders that already exist are pretty cool, I noticed they didn't exactly align to the PSP's output pixels which bothered me, so I decided to try to figure out this shader language to make something to my own liking. So I got a bit carried away and ended up with a customizable scanline shader complete with RGB phosphor grid and TV screen curve settings (making shaders turned out to be pretty fun!). I'll call it an "arcade mode" or something just to differentiate it a bit. Tongue

I'm not a real coder or anything and I don't know how to contribute to PPSSPP (in fact if anyone would want to lend a hand in submitting this, that would be totally awesome), so here's a .zip with the shader and an .ini file included. Just extract the contents of the .zip to your shaders folder and you should be good to go.
http://nix.moderatelyimpressive.com/shad...nlines.zip

I made two presets, but the shader file has 7 different settings you can change, so anyone should be able to tweak it to their liking.

This is what preset 1 looks like (zoom in to see 1:1 resolution):
http://nix.moderatelyimpressive.com/shad..._00000.png
http://nix.moderatelyimpressive.com/shad..._00003.png
And here's preset 2:
http://nix.moderatelyimpressive.com/shad..._00001.png
http://nix.moderatelyimpressive.com/shad..._00004.png

The RGB phosphor grid (often confused with scanlines) is actually at its most accurate when at full intensity (1.0 in the settings file), you can see how it looks up close:
http://nix.moderatelyimpressive.com/shad..._00002.png
Configured like this, it actually gives you a headache when you sit too close to your monitor, just like a real CRT TV! Tongue Unfortunately because of the way it works, it also unavoidably cuts the brightness of the image by 2/3rd, so unless you have a monitor that can crank up the brightness to 3x, it's best to leave it at the low setting it's at in preset nr 1. Or you can turn it off if you don't like it at all.


Here's some more random screens, I like how it looks on 3D games at their original screen resolution (which, believe it or not, I actually made this for in the first place):
http://nix.moderatelyimpressive.com/shad..._00009.png
http://nix.moderatelyimpressive.com/shad..._00019.png
http://nix.moderatelyimpressive.com/shad..._00012.png
http://nix.moderatelyimpressive.com/shad..._00007.png
a darker setting of an earlier screenschot:
http://nix.moderatelyimpressive.com/shad..._00005.png


I was actually disappointed at first because many (all?) of the arcade conversions there are for PSP resize the sprites and make them all blurry to fit the screen, so the regular scanline settings won't properly align to the sprites. But then I was surprised to find out that if you increase the internal resolution by at least 2x, the original sprites reveal themselves, and you can edit the settings in the shader to set the scanline count to 224 (CPS2 resolution) and the scanlines will align perfectly! It was an unintended side effect but I'm happy it worked, check it out!
http://nix.moderatelyimpressive.com/shad..._00000.png
http://nix.moderatelyimpressive.com/shad..._00023.png
It works for Metal Slug too:
http://nix.moderatelyimpressive.com/shad..._00004.png
http://nix.moderatelyimpressive.com/shad..._00000.png


Lastly, there is just one small problem which I hope a PPSSPP developer could tell me more about. During certain instances in certain games, any sort of scanline or pattern goes out of alignment, for example here it happens during Wipeout Pulse, strangely enough ONLY when you open the software manual from the options menu. Note the colored vertical lines, that's the RGB grid messing up:
http://nix.moderatelyimpressive.com/shad..._00002.png
The other scanline shaders also have this same problem, except it's not immediately obvious since they're not as strictly aligned. The problem happens most notably during any race in Ridge Racer 2, which is even more strange because it doesn't happen during replays (as you can tell up there) or even during the track-panning before each race.
Presumably something is happening with the height and width of the image buffer texture, but I have no idea what (I'm not actually a programmer, and diving into the actual emulator code seems daunting).

Neato~ This should be added to the official builds, looks sick!

(09-25-2015 11:30 PM)iKlNG Wrote:  I use Xaymar Custom Shaders is absolute best though you gotta have either NVIDIA or AMD GPU to make it work,
game shaders available is Wipeout Pulse, Phantasy Star Portable 2, Monster Hunter Portable 3rd HD, Final Fantasty Type-0, Kingdom Hearts Birth by Sleep, Lumines II.

here is an example of MHP3rd
http://imgur.com/a/rKSUo

Source?
And it looks pretty nice, almost like the one i made for myself lol.
http://puu.sh/kqrq2/0817ee9a97.png
I've added some bloom thou.
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09-28-2015, 03:41 PM (This post was last modified: 10-01-2015 10:17 PM by LunaMoo.)
Post: #191
RE: Custom PPSSPP shaders
@meganmi how to port a shader to ppsspp? Best just look at existing shaders, all of the effects we have pretty much exists for all shader languages already and it's all pretty basic highschool, maybe college entry level math mixed with very easy to understand programming language. Just remember not all shader can work as a postprocessing shader, we can only work with input that we are left after all image processing ends, which in case of ppsspp this is pretty much basic pixel info like color, size, coordinates, resolution and also time.

Still that's more than enough to do basic edge detection, sharpen, blurr, bloom, various color mods. Postprocessing shaders doesn't really add fidelity to the image, they can only hide and modify things which are already finished and looks maybe not soo good, but all of this is very subjective, that's why I made a customizable shader that can be modified by anyone without learning GLSL. Pretty much it already uses most enhancing effects that can be done with ppsspp at this time including downscaling which does not require any nvidia nor amd specific driver feature.

Motion blur unfortunately is not possible since you would need an info on the previous frame and generate some sort of difference map between it and current frame, we don't have that information, so it's certainly not possible and you would have to code whole system for it first. I'm one of those that usually turn off motion blur in games that have it instead of adding it to games that doesn't, so I have no clue how to even start:|. You could ask Henrik(althrough maybe later since I belive he's currently very busy and probably tired trying to push v1.1 release out with constant problems arising heh) or request something like that in our overgrown request thread. I know that thread might look as nobody cares about it, but people do look there when they have time and want to make something, I added few minor options myself.

===================================
Edit which will probably not be seen by anyone:
Working 5xBR upscaling shader:
http://www.mediafire.com/download/y155wo...k/5xBRa.7z
Just extract to ppsspp assets/shaders folder, also to use it, set rendering resolution to x1, and screen scaling filter to nearest, here's how it looks:
http://screenshotcomparison.com/comparison/144920
And here's a variant A vs variant B compare: http://screenshotcomparison.com/comparison/144938 - notice smaller details, especially in the text at the bottom, might be better or worse depending on game, I would say it's a bit slower, but I could really only confirm that with amd gpu shader analyzer, since both of them are on the light side.
Edit: also added no blend version and one with CRT-caligari, guess that's all which is worth porting from xBR, now I'm kind of lazy to look at other scaling filters as xBR is kind of the best one;p.

Might be a nice choice for fully 2D games which get's broken by increased rendering res since texture scaling doesn't even work in x1 rendering res at all:].
Funny facts, the first shader which I fixed for ppsspp, was initially broken the same way I always ended up with by trying to make upscaling shaders in the past aka rounding stuff, without the scaling part:|. Also I belive our current spline36 upscaling shader doesn't do the scaling part either heh that's why it's soo ugly. ~ We could really use more working upscaling shaders /edit: now we kind of have, althrough only xBR family for now;p.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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10-02-2015, 12:10 AM (This post was last modified: 10-03-2015 03:54 PM by Go-Kyoroji.)
Post: #192
RE: Custom PPSSPP shaders
Question.. I'm a bit new to the PPSSPP scene and I'm applying textures to Tales Of Phantasia X but the back ground textures goes untouched I'm doing something wrong?
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10-03-2015, 03:41 AM
Post: #193
RE: Custom PPSSPP shaders
^ What do you even mean by "applying textures"? This is a thread about postprocessing shaders, not some texture mods(which on a side note, aren't even supported natively by ppsspp yet).

========================

Speaking of shaders, for those that are interested, I updated my customizable shader ~ in first post, mostly new effects and cleaning.
Make note that there is an bug in ppsspp which can completely break some postprocessing shaders in some games, I wrote more about that in first post, and will probably update that when/if it get's fixed(#8016).

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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10-03-2015, 09:54 AM
Post: #194
RE: Custom PPSSPP shaders
(10-03-2015 03:41 AM)LunaMoo Wrote:  Make note that there is an bug in ppsspp which can completely break some postprocessing shaders in some games, I wrote more about that in first post, and will probably update that when/if it get's fixed(#8016).

Oh! I guess that's the same bug I mentioned in my previous post? I'm glad people are at least aware of it.

Luckily so far it hasn't affected any of the games I want to play except for Ridge Racer.
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10-03-2015, 03:45 PM (This post was last modified: 10-03-2015 03:54 PM by Go-Kyoroji.)
Post: #195
RE: Custom PPSSPP shaders
(10-03-2015 03:41 AM)LunaMoo Wrote:  ^ What do you even mean by "applying textures"? This is a thread about postprocessing shaders, not some texture mods(which on a side note, aren't even supported natively by ppsspp yet).

========================

Speaking of shaders, for those that are interested, I updated my customizable shader ~ in first post, mostly new effects and cleaning.
Make note that there is an bug in ppsspp which can completely break some postprocessing shaders in some games, I wrote more about that in first post, and will probably update that when/if it get's fixed(#8016).

I word it wrong, when applying shaders it does nothing for battle backgrounds/towns. I missed the bug report post sorry for the miscommunication.
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