To each their own, but you're asking for custom filtering just for your own particular needs. I love how the games look with these filters, but I'd suggest for SNES9X to modify the existing filters for your own purposes (adjusting bloom/intensity/opacity as you like) within the confines of the existing setup. One of the only games I know of that mandates such a filter (or a CRT) would be Blargg's MD NTSC filter for Kega Fusion (or the 'TV Mode CVBS' one) for Comix Zone. There's only so much 'fuzzing' you can do with filters to get it as close as you like. I personally use Blargg's NTSC RGB but you can also choose the Composite or S-Video versions if you like. Not every emulator can pull that off and the retroactive compatibility of the code makes it difficult to do so without significant work on the video rendering output and filtering options. 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. "I'm not sure what postprocessing effects you are talking about": any post processing effect used in unison with this.
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