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Are any emulators set up to properly simulate these persistence effects? Seems to me that it would properly involve passing in the last N frames to a shader to
by trzy 5y ago
Are any emulators set up to properly simulate these persistence effects? Seems to me that it would properly involve passing in the last N frames to a shader to allow for time integration. I don’t think that’s how RetroArch works but I could be wrong.
- SirRockALot 5y agoI'm not sure if you have access to previous frames in RA shaders, you get a frame index at least, maybe there's some option / way to feed old framebuffers, the docs are a bit lacking. But yes, RetroArch emulation cores, the Analogue FPGA systems and IIRC even replacement IPS screens for GameBoys address this particular issue. I can't really tell you how good of a job they do, I mostly play GB(C) on my unmodded GBC. But I also run GB games on my CRT emulation setup through RA and I definitively played some of the problematic games that use the slow display response for additional shades or fake transparency and I can't say I noticed anything wrong. There are options to control frameblending etc. in the emulator specific options, but I haven't spend any time tweaking them.
- andai 5y agoI've gotten really cool results in my graphics experiments by not-quite clearing the screen on each frame, ie. very slightly lowering the opacity of the rectangle with which the screen is cleared. It does however leave a subtle "stain" in places where the color doesn't fade all the way out, perhaps it would work better in combination with subtracting 1 from all RGB values.