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Releases: zoran123456/lola-retro

v1.19: super lite presets for Kodi, arcade 15 kHz shows the whole game

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@zoran123456 zoran123456 released this 28 Oct 14:45

Lola Retro v1.19

Super lite presets for Kodi

The Kodi version now also has the super lite presets, for weaker devices such as the NVIDIA Shield and other Android boxes. They are in super-lite/curved and super-lite/flat: the same 15 presets as RetroArch's super lite, on the same chains.

  • They take about a third of the GPU time of the full presets, and much less memory. Kodi keeps every pass's float target at 32 bits a channel, and the full presets' beam pass is 8192 pixels wide whatever the screen. For a NES game, a full preset takes about 44 MB in the Video Filter dialog's previews and 65 MB at 1440×1080. A super lite preset takes about 9 and 13 MB.
  • In the add-on's list, a super lite preset's path is glsl/lola-retro/super-lite/curved/... or glsl/lola-retro/super-lite/flat/....
  • Checked in a Kodi 22 test build on macOS with five presets: no errors, and the same picture as RetroArch's super lite. Every pass also compiles under the strict GLSL ES rules (WebGL2), the ones NVIDIA's compiler applies on the Shield. They haven't been tried on a real OpenGL ES device or on a Shield yet. Reports are welcome.

Thanks to garbear for testing Lola on a Shield (game.shader.presets PR #47). Most of the memory there goes to Kodi keeping every previewed filter until the game stops, and sunlollyking is fixing that in Kodi.

v1.18's Kodi README said Kodi on macOS darkens the picture. That was my measurement, not Kodi. Kodi tags its screenshots as BT.709, and macOS converted them when I read them. Kodi shows the core's pixels unchanged, as sunlollyking also found on LibreELEC, and the presets give the same picture as in RetroArch. The README now says so.

Arcade 15 kHz shows the whole game

systems/arcade-15khz cut lines off MAME games at the top and bottom:

  • 4 lines each of a 224-line game;
  • 12 each of a 240-line game;
  • 20 each of a 256-line game (Irem's boards, such as R-Type).

The preset took the Amiga 1084S's picture size the way Amiga owners set it, turned up until the border around the Amiga's screen went past the glass. MAME's frame has no such border, so the game itself was cut. Thanks to the user on the libretro forum who reported it.

The monitor is now set up as arcade manuals say. Sega's service manuals say to adjust the monitor so that the test mode's crosshatch doesn't go beyond the screen.

  • The game's lines fill the height (Picture height 1) whether it has 224, 240 or 256 of them, as when the operator set the monitor for the game in the cabinet. MAME also shows a board's visible area at 4:3.
  • The whole picture stays on the glass, corners included. That leaves about 5 mm of black at the middle of the sides and 4 mm at the top and bottom (Overscan 0.055, Overscan height −0.095).
  • amiga-1084s and systems/amiga stay as they were, because there the Amiga's border should still go past the glass. For arcade games, use systems/arcade-15khz rather than amiga-1084s.

Picture height on monitors in mm

On a monitor described in mm (the 1084S and the X68000's monitor), Picture height 1 now works like the monitor's height control: the lines move apart or together, and the beam keeps its size. A 224-line game therefore shows a little more of the gaps between its lines than a 240-line one. On a TV it is still a zoom of the same tube. With Picture height 0, which every preset uses except arcade-15khz, nothing changes.

Other changes

  • New research note in docs/sources: arcade-monitors.md.
  • kodi.md adds the Shield, super lite for Kodi and Kodi's screenshot tagging.
  • lite-presets.md adds super lite on a Raspberry Pi 4, the Radeon 780M numbers, and why there is no GLSL lite for handhelds.

What looks different from v1.18:

  • systems/arcade-15khz, in all its versions (lite, super lite, HDR);
  • Picture height 1 on the 1084S and X68000 presets, if you set it yourself.

Everything else is the same. The systems/amiga and amiga-1084s presets were checked and are byte for byte the same as before. Tested in RetroArch 1.22.2 on a Mac (Vulkan) and in a Kodi 22 test build on macOS.

Files:

  • lola-retro-v1.19.zip (RetroArch)
  • lola-retro-kodi-v1.19.zip (Kodi, now with super lite)
  • lola-retro-amiberry-v1.19.zip (Amiberry)
  • lola-retro-86box-v1.19.zip (86Box)

The Amiberry and 86Box presets give the same picture as in v1.18.

v1.18: Kodi version, HDR system presets, no shimmer at 384-512 wide

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@zoran123456 zoran123456 released this 26 Oct 22:33

Lola Retro v1.18

Kodi version (new)

Every preset, curved and flat, now also comes for the game player in Kodi: converted to GLSL, on the same passes and with the same values as in RetroArch. Thanks to sunlollyking, who made the port (PR #15) and the fixes it needed in Kodi itself.

  • Needs Kodi 22.0 RC2 or newer (RC1 doesn't have those fixes), on OpenGL or OpenGL ES. Tested on Linux, LibreELEC and macOS. On Windows Kodi uses Direct3D, which this version can't run.
  • The presets go into Kodi's game.shader.presets add-on and its list. The steps are in the README in the zip. In a game, pick one under Settings → Video Filter.
  • Kodi has no screen for shader parameters. To change one, edit its value in the preset.
  • Differences from RetroArch: no phosphor afterglow (Kodi has no feedback textures), and no HDR, lite or system presets yet.

Checked on macOS with a Kodi 22 test build: all 30 presets run with Snes9x and Genesis Plus GX, with no errors, and the picture matches RetroArch's.

HDR presets for each system

hdr/systems/curved and hdr/systems/flat hold the system presets (systems/) for HDR displays, with the same settings: Console timing, the NES and SNES luma trap and so on. Thanks to StargazingDog on the forum for asking.

They are still separate from the SDR presets. In RetroArch 1.22 a shader can't tell whether HDR is on, and the last pass's output format, which is fixed in the preset, decides whether the picture goes out as HDR10. RetroArch's nightly builds have started to tell shaders about HDR. Once that is in a stable release, one set of presets that switches by itself becomes possible.

No more shimmer at 384, 448 and 512 wide

On composite and S-Video, thin detail flickered as it moved sideways in modes whose width doesn't divide 1280:

  • CPS1/2 (384 wide);
  • IGS PGM (448, ESP Galuda);
  • SNES hires (512);
  • the PlayStation's 368- and 384-wide modes;
  • the Saturn's 352.

Rotated (tate) games showed it most, because their vertical scrolling runs along the monitor's lines.

The TV presets make the signal at 1280 samples per line, and each sample took the one pixel under it. At 448 wide a pixel got 2 or 3 samples, depending on where it was. Now each sample takes the average of the pixels it covers, as the console's continuous signal would.

Measured in RetroArch with a 1-pixel white line moving across a 448-wide picture: it used to lose a third of its light (S-Video) to half of it (composite) at every seventh pixel. Now it varies by 2% (S-Video) and 5% (composite). Thanks to Tatsuya79 on the forum for the report.

  • 256, 320 and 640 wide give exactly the same picture as before. RGB never had the problem, and neither did the presets that work at 4 samples per pixel (PC, Amiga, arcade-15khz).
  • On RF, the echo's edges now fall between samples, so they move by up to one sample.
  • The fix costs almost nothing, so the lite and super lite presets have it too.

Other changes

  • New research notes in docs/sources: encoder-sampling.md, hdr-presets.md, kodi.md.

What looks different from v1.17: composite and S-Video in modes whose width doesn't divide 1280 (most visible on moving thin detail), and the edges of the RF echo. Everything else is the same. Tested in RetroArch 1.22.2 on a Mac (Vulkan, Metal and glcore) and in a Kodi 22 test build on macOS.

Files: lola-retro-v1.18.zip (RetroArch), lola-retro-kodi-v1.18.zip (Kodi), lola-retro-amiberry-v1.18.zip (Amiberry), lola-retro-86box-v1.18.zip (86Box). The Amiberry and 86Box presets use RGB, so their picture is the same as in v1.17. The encoder fix only matters there if you switch Cable to composite or S-Video.

v1.17: Dither blend auto, PAL by frame rate, less moiré

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@zoran123456 zoran123456 released this 24 Oct 14:10

Lola Retro v1.17

Dither blend auto (new)

Turn on Dither blend auto and the RGB and S-Video presets blend dithering as much as composite would have, worked out from the shader's own composite filters for the console's pixel clock and the TV standard. Like composite, it takes out all of a 1-pixel pattern's colour and composite's share of its brightness: on NTSC about half for 256-wide modes (NES, SNES, Master System, Mega Drive H32) and 95% for 320-wide modes (most PlayStation games, Mega Drive H40); on PAL almost none and about 45%. It follows a game that switches modes by itself. It works on the consoles and the Amiga; arcade boards (seen on RGB monitors) and computer monitors keep Dither blend as you set it. Off by default, so every preset looks as before. Only 1-pixel patterns are blended. Thanks to Arviel and JHorbach1 on the libretro forum for asking.

TV standard auto from the core's frame rate

RetroArch 1.20 and newer tell shaders the frame rate the core reports, and TV standard auto now uses it: below 52 frames a second is PAL. PAL games with 224 or 240 lines (most PAL SNES games, the PAL Mega Drive in its 224-line mode, the NES) used to be taken for NTSC; they now get PAL composite. Where the rate says nothing (exactly 60.0, as the image viewer and some cores report, or an older RetroArch), the line count decides as before. TV standard set by hand still wins. Checked with real cores in RetroArch 1.22.2.

Less moiré from the mask at 1080p

At 1080p the mask, drawn at the tube's own size, could beat against the screen's pixels in SDR: bands spreading from the top and bottom edges on the curved TV presets, and vertical bars over the whole screen on trinitron-s-video. SDR squeezed the bright phosphor stripes into the display's range one screen pixel at a time, after averaging the mask, and that brought the beat back; the HDR presets did not have it. Now each point of the mask is squeezed before the average. The ripple is about half what it was on the curved consumer TV (now below the HDR presets) and a fifth on trinitron-s-video at 1080p. White comes out 0.3-3.6% darker in SDR on presets with a strong mask. For no moiré at all, Mask on screen pixels 1 is still there. Thanks to StargazingDog on the forum and to the user who wrote in about the bars.

Composite and RGB follow their filters at every width

  • RGB: the TV's video amplifier softened 1-pixel detail more than its 6.5 MHz lets through: by 5-8% at 256 and 320 wide, and by 14% and 37% at 512 and 640 wide. Hi-res text and 1-pixel detail on RGB are now as sharp as the amplifier allows.
  • Composite: the console's luma trap took out too much at 256 and 320 wide and too little at 512 and 640 (about a third more of a 640-wide stripe got through than its filter passes). It now follows its filter at every width. The super lite composite now matches the full presets (it kept 17% more of 256-wide stripes).
  • On real 256- and 320-wide frames the picture changes very little: about 0.1-0.3/255 on average, sharp edges up to 17/255. S-Video, the PC monitors and the X68000 monitor are unchanged. At 640 wide composite still keeps about 10% more of a 1-pixel stripe than its filters give (the encoder has 2 samples per pixel there).

RF and the TV show: the TV's IF filter

RF and the TV show come down an aerial, and a TV's IF filter cuts luma above about 4.2 MHz (NTSC) or 5 MHz (PAL B/G). That is now part of the model: the 1-pixel stripes of 512- and 640-wide modes no longer get through on old-tv-rf and tv-show-broadcast, while 256- and 320-wide games keep theirs. The super lite presets leave the filter out to stay fast.

NES and SNES without a console luma trap

systems/nes and systems/snes set Luma trap in the console to 0: the NES makes its composite signal itself, and the SNES's encoder gets its luma back through a plain buffer. On composite, 256-wide dithering now keeps 0.75 of RGB's contrast instead of 0.53.

Damper wires: a parameter (issue #16)

The aperture grille presets (trinitron-s-video, the studio monitors, playstation-2, gamecube) draw the two thin horizontal wires that hold a Trinitron's grille steady. On a real set they are easy to miss in a game, and at desk distance they can stand out more than they did from the sofa. The new Damper wires parameter fades them (below 1) or turns them off (0). The default, 1, draws them as on the tube, so the presets look as before.

Other changes

  • README: on Windows, use Vulkan. On an Intel laptop (Core Ultra 5 225U) the full presets took 24-31 s to load on D3D11 and D3D12, against 3-7 s on Vulkan.
  • New research notes in docs/sources: mask-moire.md, composite-luma-bandwidth.md, core-frame-rates.md, windows-test.md, and Dither blend auto in dither-blend.md.

What looks different from v1.16: SDR presets with a strong mask (less moiré, slightly darker white), 1-pixel detail on RGB and composite (a little at 256 and 320 wide, more at 512 and 640), RF and the TV show in hi-res modes, PAL games with 224 or 240 lines on composite, and the NES and SNES presets on composite. Tested in RetroArch 1.22.2 on a Mac (Metal, glcore and Vulkan).

Files: lola-retro-v1.17.zip (RetroArch), lola-retro-amiberry-v1.17.zip (Amiberry), lola-retro-86box-v1.17.zip (86Box). The Amiberry and 86Box versions get the shared changes that apply to them, the moiré fix and the RGB amplifier: on the 1084S in Amiberry, white about 1% darker and 640-wide hires lines sharper; on the PC monitor in 86Box, the same picture at 1080p (its mask is too fine to show there) and white slightly darker at 4K. Dither blend auto and the frame rate are not in them (no composite, no frame-rate uniform). Damper wires is only in the RetroArch version (Amiberry and 86Box have no aperture grille).

v1.16: higher internal resolutions and the X68000 monitor fixed

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@zoran123456 zoran123456 released this 22 Oct 18:25

Lola Retro v1.16

Higher internal resolutions (issue #14)

  • No more black picture at 3x on some GPUs. Reported with SwanStation on an AMD Radeon 780M. The first pass keeps the first row of each console line, and found those rows by dividing by 3. A GPU's division may land a hair under a whole number (the Vulkan spec allows it), and then every row was dropped. The passes now work on the row's centre, with a margin wherever a line count is divided.
  • The right factor at 5x and up. Some frame heights fit two factors: 1440 lines are 240 lines at 6x and 288 at 5x. Before, 240-line games at 6x were drawn as 288-line PAL frames, and 224-line games at 5x as 280 lines. Now a factor that gives a standard height wins (240 or 224 lines for NTSC, 288 or 256 for PAL), NTSC first. For a PAL game at 5x and up, set TV standard to 2. Up to 4x no height is ambiguous and nothing changes.
  • The lite and super lite presets get the same fixes.

Picture height on the X68000 monitor (issue #9)

Picture height only worked on the TV raster. On Console timing 11, a 256-line game is taller than the monitor's 240-line picture at 15 kHz, so 8 lines at the top and bottom fell outside it. With Picture height 1 they now fill the height, as on a TV.

Dither blend: how much composite blended

The README now gives the Dither blend values that blend as much as the composite presets do: on NTSC, 1 for 320-wide modes (most PlayStation games, Mega Drive H40) and 0.5 for 256-wide modes (NES, SNES, Master System, Mega Drive H32). PAL composite blended much less: about 0.45 and 0.1.

Everything else looks exactly as in v1.15 (identical screenshots in RetroArch).

Files: lola-retro-v1.16.zip (RetroArch), lola-retro-amiberry-v1.16.zip (Amiberry), lola-retro-86box-v1.16.zip (86Box). The Amiberry and 86Box versions only get the shared code changes; their picture is the same as in v1.15 (Amiga and PC modes are never upscaled).

v1.15: Lite and super lite presets for phones and handhelds

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@zoran123456 zoran123456 released this 22 Oct 08:13

Lola Retro v1.15

Two new sets of the same presets for weak GPUs: older phones, handhelds, old integrated graphics (issue #12). Each set has the presets by device and the presets by system, curved and flat, with the same settings as the full ones.

Lite presets (lite/)

About 1.6 to 3.4 times as fast as the full presets, with the same picture: side by side at 3x zoom no difference can be seen.

  • The beam pass works out each line on one sample per screen pixel instead of 8192 samples (two on the tubes described in millimetres: PC monitors, Amiga 1084S, X68000). It was the largest pass and did not get smaller with the screen.
  • The CRT pass writes to the screen itself: one pass and one full-screen buffer fewer, and RetroArch adds no copy pass.
  • Left out: the phosphor afterglow, and Around the tube stays black.

Super lite presets (super-lite/)

For GPUs too weak for lite: about 2.3 to 4.7 times as fast as the full presets. The whole chain still runs (the composite signal with its rainbow and blended dithering, the beam that grows with brightness, the mask, the glass), with small compromises:

  • The decoder works out every other sample. The encoder now multiplies its signal by the TV decoder's subcarrier itself, so the decoder only has to filter it: the same result for half the decoder's work.
  • Half the beam taps, one beam sample per screen pixel on every tube, 3 beam lines per pixel instead of 4, a cheaper dither.
  • No native pass: run 3D cores at their native resolution (1x).
  • As in lite: no afterglow, nothing around the tube.

Milliseconds per frame on an Apple M4 Pro (full / lite / super lite):

Preset 1440x1080 960x720 640x480
consumer-tv-composite 1.81 / 1.06 / 0.62 1.49 / 0.82 / 0.41 1.34 / 0.68 / 0.31
consumer-tv-scart-rgb 1.37 / 0.65 / 0.52 1.05 / 0.39 / 0.29 0.89 / 0.27 / 0.19
playstation (640x448 interlaced) 3.12 / 1.84 / 1.08 2.70 / 1.45 / 0.77 2.46 / 1.28 / 0.61

Where to start on a handheld: lite/systems/curved/<your system>.slangp. If that is still too slow, super-lite/systems/curved/. The composite chain is the heavy part, so the RGB presets are the lightest.

Tested on a Mac: every lite and super lite preset in RetroArch 1.22.2 (Metal, plus a selection on glcore and Vulkan). Not yet on an Android phone or handheld: if you try them, please report your device, preset, resolution and frame rate in issue #12. The measurements are in docs/sources/lite-presets.md.

Other changes

  • The encoder, decoder and beam passes moved into encode.inc, decode.inc and beam.inc (as the CRT pass already was in crt.inc), so the super lite passes share their code. For anyone editing the shaders: change the .inc files.

The full presets look exactly as in v1.14 (identical screenshots in RetroArch).

Files: lola-retro-v1.15.zip (RetroArch), lola-retro-amiberry-v1.15.zip (Amiberry), lola-retro-86box-v1.15.zip (86Box). The Amiberry and 86Box versions are the same as in v1.14 (comments only).

v1.14 X68000 monitor, 480i frames and fixes

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@zoran123456 zoran123456 released this 22 Oct 00:04

Lola Retro v1.14

Frames over 300 lines (new parameter, Source section, issue #9)

  • 0 (default): as before.
  • 1: every frame with more than 300 lines is the console's own 480i/576i on every TV timing, with the Console timing you set. For cores that never upscale (Beetle Saturn) and cores at 1x; upscaled interlace is still recognised (960 lines = 480i at 2x).
  • 2: frames with more than 300 lines go to a computer monitor instead, as if you had a second screen for the high-res modes (the PC monitor model). A compromise, off by default.

Sharp X68000 monitor (Console timing 10 and 11; presets x68000-monitor and systems/x68000)

  • The X68000's own monitor, the Sharp CZ-600D: 15 and 31 kHz on one tube, described in millimetres from Sharp's manuals.
  • 15 kHz games show the gaps between the lines. 31 kHz games (most of them, every line scanned twice) and the 768x512 prompt don't.
  • px68k sends 256-line games as 256 rows at either frequency: Console timing 10 takes them as 31 kHz, 11 as 15 kHz.

Other changes

  • systems/saturn sets Console timing 4 and Frames over 300 lines 1. Auto read Beetle Saturn's 330x224 and 352x224 frames as a Mega Drive.
  • 480i on Console timing 4 (PlayStation, Saturn, N64): the colour subcarrier now moves 3/4 of a cycle per field, as on the real consoles (525-line frames), instead of 1/2.
  • The PC monitor model inside a TV preset (Console timing 7, or Frames over 300 lines 2): at widths such as 800 and 1024, each pixel now reads its own sample, so 1-pixel detail no longer beats.
  • Room reflection is now in % of white (0-3), readable in RetroArch's menu. The parameter was renamed (LR_REFLECT): saved presets that changed the old one fall back to the preset's value.

Every other preset looks exactly as in v1.13.

Files: lola-retro-v1.14.zip (RetroArch), lola-retro-amiberry-v1.14.zip (Amiberry), lola-retro-86box-v1.14.zip (86Box). The Amiberry and 86Box versions only get the Room reflection change.

v1.13: masks on screen pixels, scanline smoothing, flat 86Box and Amiberry presets

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@zoran123456 zoran123456 released this 21 Oct 20:33
6a69ca8

Two new parameters against moiré, both off by default, so your presets look exactly as before. Thanks to
Tatsuya79 and voorunde for the ideas (#11).

What's new

  • Mask on screen pixels (under Mask). The mask drawn on whole screen pixels, one triad every 2 to 6 pixels:
    2 is magenta and green (fine), 3 red, green and blue, 4 and up coarser. 1 (auto) takes the whole number of
    pixels nearest the preset's tube (360 triads: 3 at 1080p, 4 at 1440p, 6 at 4K). It lines up with the
    screen's pixels, so it shows no moiré and no longer fades out at 1080p; the number of triads then follows
    your resolution instead of the tube. For the aperture grille, slot mask and shadow mask. 0 keeps the mask at
    the tube's real size, as before.
  • Scanline smoothing (under Beam). Narrow beams (dark scanlines) on a line pitch that is not a whole number
    of screen pixels look unevenly thick and make bands. 1 averages each line's light over the screen pixel it
    falls on, as the display shows it; 1.5 to 2 averages over a taller band, which evens the lines out further and
    keeps the gaps dark. Lower the beam widths for darker lines, then raise this until the bands are gone.
  • studio-monitor-composite is back to the v1.11.1 colours (Phosphors auto: SMPTE-C on NTSC, EBU on PAL).
    The wider beam from v1.11.2 stays (#6).
  • Flat presets for 86Box and Amiberry (#10): pc-monitor-vga-flat.glslp and a flat version of each better
    PC monitor (-good-flat, -premium-flat, -premium-plus-flat, -extreme-flat), and amiga-1084s-flat.glslp.
  • Both new parameters are in the Amiberry and 86Box versions too (Amiberry now lists 37 parameters, 86Box 35).

Downloads

File For
lola-retro-v1.12.zip RetroArch (slang). Copy the lola-retro folder into RetroArch's shader folder.
lola-retro-amiberry-v1.12.zip Amiberry (GLSL), Amiga 1084S, curved and flat.
lola-retro-86box-v1.12.zip 86Box (GLSL), PC monitor presets, curved and flat.

Updating: replace the old lola-retro folder. Saved presets keep working; the new parameters start at 0.

v1.11.2: PVM composite matched to a real PVM-14L2

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@zoran123456 zoran123456 released this 20 Oct 18:54

Only studio-monitor-composite changes, tuned against photos of a real Sony PVM-14L2 (MiSTer on composite,
Sonic 1), thanks to RaouleMenard (#6):

  • Wider beam: the lines merge on mid-tones as on the real 600 TV line set, so the water no longer shows dark dots.
  • Sony Trinitron phosphors instead of SMPTE-C: the cyan-blue water no longer turns violet.
  • Flat vertically, like every Trinitron.

Everything else is the same as v1.11.1.

File For
lola-retro-v1.11.2.zip RetroArch (slang)
lola-retro-amiberry-v1.11.2.zip Amiberry (GLSL)
lola-retro-86box-v1.11.2.zip 86Box (GLSL)

v1.11.1: sharp PC-98 text

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@zoran123456 zoran123456 released this 20 Oct 16:50

A small fix for the PC-98 preset from v1.11.

  • PC-98 text is sharp now. systems/pc-98 drew 640×400 through a TV's video amplifier, which blurred the
    text. A PC-98 monitor was a computer monitor, so the preset now uses the PC monitor model: the same 400 sharp
    lines as VGA's 640×400. For HDR use hdr/curved/pc-monitor-vga.
  • Auto detection reads 640×400 as VGA again, as in v1.10.

Everything else is the same as v1.11.

File For
lola-retro-v1.11.1.zip RetroArch (slang)
lola-retro-amiberry-v1.11.1.zip Amiberry (GLSL)
lola-retro-86box-v1.11.1.zip 86Box (GLSL)

v1.11: presets per system, NES/SNES dot pattern fix, PVM on composite

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@zoran123456 zoran123456 released this 20 Oct 16:08

Start here: pick your system

New systems/ folder (curved and flat) with one ready preset per system, with its console timing already set:
NES, SNES, Master System, Mega Drive / Genesis, PC Engine / TurboGrafx-16, PlayStation, Saturn, Nintendo 64,
PlayStation 2, GameCube, Dreamcast, 15 kHz arcade, Amiga, DOS / Windows 9x and PC-98.

Load Quick Menu → Shaders → Load → lola-retro/systems/curved/ and pick your system. No settings to change.
The presets by device (curved/, flat/, hdr/) are still there for trying other TVs, cables and monitors.

What's new

  • NES and SNES dot pattern fixed. Every other frame on these consoles is 4 clocks short, so the colour
    subcarrier alternates between two phases instead of cycling through three. The dots now jitter like on the
    real console instead of crawling. With No flicker on they are halved instead of cancelled, as the eye saw them.
    Thanks to the developer of crt-beans for spotting it.
  • New preset studio-monitor-composite: a Sony PVM-14L2 on composite, built from its spec sheet:
    13-inch Trinitron with a 0.25 mm aperture grille (600 TV lines), digital comb filter, standard colour
    decoder, D93 white. A clean picture that keeps the dot crawl and the blending (#6).
  • Better auto detection: 256×192 frames get the Master System timing, 640×400 frames the 24 kHz timing
    of the PC-98.
  • PC-98: a preset for its 640×400 at 24 kHz on a Japanese RGB monitor, every line drawn once.
  • Better dither: done in linear light with high-frequency noise, so dark gradients keep their real
    brightness (the darkest greys were up to 11% too bright before).
  • README and RECOMMENDED-CORES updated: start from systems/, notes for older GPUs.

Downloads

File For
lola-retro-v1.11.zip RetroArch (slang). Copy the lola-retro folder into RetroArch's shader folder.
lola-retro-amiberry-v1.11.zip Amiberry (GLSL), Amiga 1084S.
lola-retro-86box-v1.11.zip 86Box (GLSL), PC monitor presets.

Amiberry and 86Box only get the new dither. The other changes are for RetroArch.

Updating: replace the old lola-retro folder. Presets by device keep their names. If you saved a core preset
for the NES or SNES, it picks up the new dot pattern by itself.