4K - Sega Astro City (Nanao MS9-29) and Sony KV-32XBR48 OLED Presets

After an extensive collaborative and empirical development loop, these presets are optimized specifically to overcome the unique physical challenges of displaying high-fidelity CRT shaders on 4K self-emissive WRGB WOLED panels (specifically targeted on a Sony KD-55A85 display).

Rather than chasing a mathematically sterile “digital stencil” lookup, these configurations focus on using the crt-guest-advanced core to replicate the actual analog, thermo-chemical imperfections that gave these legendary monitors their unique, organic three-dimensional pop.

Key Architecture Accomplishments:

  • WRGB Phase Correction: Traditional shaders are built for flat RGB/BGR LCD pixel structures. The physical presence of the White (W) subpixel gate on LG Display WOLED panels introduces a horizontal spatial offset that creates harsh color fringes and flattens screen depth. These configurations utilize precision-tuned horizontal phase windows (12% for the Sony Grille, 20% for the Nanao Honeycomb) to absorb this offset, allowing the light to bleed organically to mimic true phosphor bloom and glass refraction.
  • Symmetric Phase Alignment: smoothmask is held tight to prevent downstream back-pressure from distorting the color volume. Instead, s_sharp is used strictly within the horizontal signal plane to cleanly suppress non-integer horizontal aspect scaling waves (such as the PC Engine’s 256px columns stretched to 4:3) without causing any vertical scanline row bleeding or contrast loss.
  • Protected First-Glow Color Chemistry: Includes custom-built 1024x32 3D Identity color LUT cubes mapped to real NTSC-J (Arcade P22 phosphors) and cold Sony broadcast colorimetry. These load natively inside Pass 5 (LinearizePass) and are entirely insulated from downstream clipping, maintaining profound saturation levels.

Profiles Included:

  1. Sega Arcade Astro City (Nanao MS9-29): Built around a 4K Honeycomb Dot-Mask ( shadowMask 6 / masksize 2.0 ). Soft vertical scanning focus models the dynamic raster spot behavior of an open arcade chassis to maximize 3D asset mass.
  2. Sony Broadcast KV-32XBR48 (Super Trinitron): Built around a native 1:1 Aperture Grille layout ( shadowMask 10 / masksize 1.0 ). Utilizes a deep vertical scanline focus trench ( gsl 2.0 ) alongside a simulated Beam Current Limiter (BCL) luma governor to preserve high-rigidity broadcast text clarity without digital highlight clipping.

GitHub Repository:

Includes the shaders to drop into the CRT folder, and Luts to drop into the Guest Advanced Lut folder. Version of Guest being used is 430.

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Looking forward to some screenshots and photos of the screen and a little less technical technical breakdown of your solution to the WOLED/RWGB subpixel offset issue. Also, if it is that you do have a definitive understanding of the problem and a solution for this white subpixel interfering with the alignment of the R-G-B triads anomaly, is it possible that you can apply this knowledge to solve the similar problem that 4 Stack RGB Tandem OLED has with its BWRG subpixel layout?

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who sticks a white sub pixel right in the middle?..Oh, wait :slight_smile:

I’ll pm you.

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Right. So, whilst shaders are built using maths, so what right? As they say, an image is worth a 1000 words…

Right click image>open image in new tab, click again for full size/zoom.

:joystick: SECTION 1: Arcade - Astro City - 15kHz STANDARD-RESOLUTION ARCADE MONITORS

Targeting traditional low-res arcade tubes like the Nanao MS8/MS9 running at 240p progressive speeds.

[grid] Pac-Man Final Fight Golden Axe Operation Wolf Bad Dudes Altered Beast Fantastic Journey [/grid]


:joystick: SECTION 2: Arcade - Astro City - 24kHz MEDIUM-RES & 31kHz HIGH-RES ARCADE MONITORS

Targeting complex multi-sync tubes like the Nanao MS2930 found in Sega Blast City cabinets.

[grid] Chase H.Q. 1 Chase H.Q. 2 Power Drift Rave Racer [/grid]

Here is a link to Raver Racer, so for anyone that is curious, you can zoom in to see the Triad layout in action with the shaders maths applied:

I’ll upload Section 3, Home Consoles later and update this post.

Whilst these will still look good on an 4K LCD, they won’t be perfect, so I could look at refactoring these shaders targeting the LCD layout (not just RBG vs BGR) if folks want them? Love to hear some thoughs on this.