Y'know it'd be cool if someone made 4:3 focused gamescope overlays for 16:9 and 16:10 (because Steam Deck) monitors. Stuff like pic related, but it'd be modeled after an old CRT PC monitor, complete with the ability to use scanline filters and stuff.
The kind of stuff that you can put in retroarch, but you can use it for regular PC games instead of just emulators.
I hope someone's made that and it's just a matter of finding it.
Okay, this is taking "old skool" to a next level! I present to you, The Human Shader project! So far over 1000 people have been busy working out pixel values to create the first "organic" human shader image...
This is truly absurd and delightful. The "first human computed shader". You are assigned a pixel, given the equation, and need to show your handwritten manual calculation of its RGB value.
"405 different people have been computing pixels by hand for 4 days"
Messing around with some #shaders in #godotengine to create some retro-style visuals. Got a smooth pixel-quantization effect with some CRT-esque post processing! Now to try it with my main project...
Now that I am here, an #introduction would be in order. I sidestepped my way into #gamedev when my friend @Tearcell mentioned they were participating in a #ludumdare game jam and asked if I was interested in helping. That weekend was my first taste of #programming. It was also my introduction to the @godotengine and the crazy magic that are #shaders, which I still don't really understand. 4 game jams later, found on itch.io, and we are now working on releasing #somnipathygame on #steam!
A lot of info and references to helpful tools. A lot of things to unpack and play with. A good basis for getting something to play around with without necessarily understanding all the math.
#Today I finally understood how to use the #Radeon#GPU Analyzer to at least get some idea on how #Shaders are executed. It doesn't support #OpenGL, but you can just use #Vulkan instead.
I learned that our target GPU, the Vega 11, has 256 #SIMD registers that can be shared across multiple instances of the same shader. So, if your shader needs less registers, the GPU can execute more of them simultaneously.