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nathanddrews

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Posts posted by nathanddrews

  1. From what I understand right now from watching and reading all the content about this gun - the white box around the game is an overlay created by the gun software. It runs independent of any other game/content on the display. If you haven't already noticed, the white box in the demo covers up health bars, etc. at the edges of the screen. I believe that if this lightgun makes it to market and gains traction, there will have to be some changes to how games are scaled (98% resolution scale?) in order to see the entire game screen within said white box.

    I messaged Sinden about a few questions that I had and here is his response. I'm super excited now!

    1. What sort of focal length/field of view does the 60fps camera have? Another way to ask this is: "What distance away from our 120" projection screen do we need to sit to be able to use these guns?"

    2. Will the white border be adjustable to accommodate displays susceptible to burn-in (CRT, Plasma, OLED)? I imagine options to change the color and brightness of the border will be needed by some users.

    Quote

     

    Sinden Technology

    Hi Nathan, a general rule of thumb is 1.5 times the width of your display, you need to stand back. That's width not diagonal. So if you are playing a 4:3 game on a 16:9 display you can stand a bit closer too because the width is smaller.

    It does work a little bit closer but it starts to make assumptions and eventually you get too close and it stops working.

    I researched burn in previously and found that even the most passionate lightgun gamer is unlikely to clock up enough time to do any damage however I'm going to add a feature to the Sinden Lightgun software so that the dynamic border actually cycles pixels so each individual border pixel is only on for short periods of time.

    You can also change the colour and brightness of the border so for example a dull grey reduces the brightness a bit which also helps.

    Thanks

    Andy

     

     

  2. So this is a thing that I'm sure many of have thought would work, but never accomplished. My wife and I just backed this Kickstarter (the 2-gun pack for ~$240 USD). It works on any screen - CRT, LCD, OLED, PDP, even PROJECTION! 5ms tracking/image processing time on top of any obvious screen latency. But dat accuracy... dang! 

    Right now, the only downside that I can see is that it requires a white border around the game content in order for the camera software to "see" the bounds of the screen. However, that's a small price to pay for ZERO calibration, being able to move around the room/couch, rotate the gun, etc. Seems super versatile and crazy accurate!

     

    https://www.kickstarter.com/projects/sindenlightgun/the-sinden-lightgun/description

     

    • Like 1
  3. 9 minutes ago, Lordmonkus said:

    Royale and the Kurozumi edit of Royale are both built for 4K displays but they are meant to mimic a high quality CRT TV or PVM not a CRT monitor.

    Yeah, that's why I'm looking for a shader(s) that does. I don't have the Kurozumi shader in my shader directory, so I'll have to track that one down and try it, thanks.

  4. I've got a 65" Sony X930E and I've been messing around with several CRT shaders (Royale, apeture, etc.) bundled with Retroarch and most of them seem as though they are designed around smaller displays or 1080p displays. The scan lines all seem gigantic and increasing the scaling of the shader often results in a grid-like appearance or what I can best describe as a synthetic moire pattern. While there probably isn't a one-size-fits-all solution for NES, Genesis, SNES, and arcade, the common thread between all of them is that I want to replicate the appearance of a finer-pitched, high resolution Sony CRT monitor. Something more like a CRT monitor than an NTSC TV is preferred. Any suggestions?

  5. On 10/2/2017 at 12:16 PM, Jason Carr said:

    Hi @Retro808, yes, the code is listed on the license email you receive. It's not a membership, btw; just a license to the product. Thanks! :)

    I think the LB/BB licenses that I bought were from a time before the emumovies discount days. I looked through every email I could find related to LB and EM. Any chance of retroactively awarding me the coupon codes? 

  6. On 7/23/2018 at 9:50 PM, thegreatiandi said:

    I have never seen the virtual pinball stuff before. That looks very cool. How well does that play, and what is the lag like? Or does the lag have more to do with the keyboard encoder that you're using... If you are using one I suppose. I guess you could be using a controller.

    Oops, I forgot to quote you in my response above.

    • Thanks 1
  7. 5 hours ago, Klopjero said:

    dude that's awesome!

    I'm struggling on a rotating build. do you have a part list and perhaps a little how-to on your build ? perhaps pictures of the back to show of the actual mechanism ?
    that would be so awesome!

    I included a link above to the mount I use from amazon. Otherwise, I have a thread in the Builds subforum with details about the rest of the setup.

    The only extra setup required is configuring games to run in portrait mode. PinballFX has a specific mode that needs to be activated by contacting the developer. MAME can do it on a per-game basis. Likewise other PC games like Ikagura can be set up for portrait mode.

    Latency for pinball is like everything else, it depends on your display, software, and controllers. Mine feels fine, but I'm not a hardcore pinballer.

  8. On 8/28/2017 at 9:47 PM, mothergoose729 said:

    This is really the emulator you want to use

    https://m64p.github.io/

    The mupen64plus core in retroarch is very out of date, and it won't be supported anymore. I use it for some of my games, but for the most part you should look to parrallel for accuracy, or the above for performance and enhancements.

    M64p supports AF, bloom, MSAA, and HD textures, if you are into that kind of thing. Personally, I prefer to play at native res, and it does that too.  

    Vigilante 8 plays like a dream! Thanks for this.

  9. 1 hour ago, neil9000 said:

    Cool thanks for letting others know much appreciated. My previous post about a different control scheme, occurred to me, you could copy and paste that retroarch folder to another location and use that folder for your N64? I actually do this for my ps1 games. I discovered recently why I could never play them correctly, they were conflicting. I copy and pasted my retroarch folder, and use the second one for ps1.

    Wait... so you have multiple (two) RA installations? I guess I don't see why not - you would just point LB to each .exe. That could be a great way to experiment with N64 without breaking anything else. Genius!

    • Like 1
  10. So I updated to RA 1.4.1 and started over setting up controllers and other settings. I have been pretty successful in setting up this 6-button controller for use in my games so far - except for N64 as previously discussed. I'll have to update my feelings about this controller once I get N64 emulation working well. NES, SNES, Genesis, NeoGeo, CPS all great so far. I made a video about my experiences so far if you want to check it out:

     

     

     

    • Like 1
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