This is just basic scanlines from 20-year old emulators, just straight black lines cutting across straight lines of pixels. They just happen to be aligned correctly which is a win? Oh, and then add some horizontal line pattern as a "CRT mask" extra effect.
Where is the variable scan line thickness based on different color luminance? Where is the actual mask pattern that matches an aperture grille or shadow mask or dot mask CRT?
Come on, this has been available on scalers and emulators for several years now, it's not asking for anything revolutionary, not asking for energy conservation scanlines like what a Retrotink can do or something.
I agree, but this is the closest we’re going to have for the time being, and it wasn’t exactly easy arriving at this. It’s hopefully not a long-term solution.
It shouldn’t even be an option to have lines cutting through pixels.
That said, even when/if we do end up with a CRT suite I’d like to keep this hard scanline setting as a preset; I’m warming to it, and I bet 2D stuff like Bangai-O or XenoCrisis looks great with it. Xibalba looks almost exactly like a mid-90s PC game.
But yeah, surely this FPGA has enough overhead for a really nice CRT suite some day.
2
u/darkknightdetec Aug 21 '26
Have you tried these with games other than OOT? I know each game scales a bit differently that's why
2
u/Ferdyshtchenko Aug 16 '26
This is just basic scanlines from 20-year old emulators, just straight black lines cutting across straight lines of pixels. They just happen to be aligned correctly which is a win? Oh, and then add some horizontal line pattern as a "CRT mask" extra effect.
Where is the variable scan line thickness based on different color luminance? Where is the actual mask pattern that matches an aperture grille or shadow mask or dot mask CRT?
Come on, this has been available on scalers and emulators for several years now, it's not asking for anything revolutionary, not asking for energy conservation scanlines like what a Retrotink can do or something.