CRT Beam Simulator. Conflicting settings?

Is there any options that should not be enabled when using the CRT Beam Simulator option?, for example HDR, G-Sync, Adaptive Sync, Automatic Fame Delay etc??

I have a 240hz 4K LG monitor and have enabled the Vulkan driver and Shader Sub Frames option in the video settings as well as selecting the CRT Beam Simulator Shader in the shader folder but to be honest with you I cant see any difference when having this enable or disabled!.

Is there anything else that needs to be enabled??

I don’t think ā€˜sync to exact content framerate’ works with subframes currently.

At 240 hz, you can try increasing the brightness vs motion clarity parameter in the shader. This will make your image darker but improves the motion clarity because the pixels are black for longer.

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Is the ā€˜sync to exact content framerate’ issue something that will be fixed in the future do you think.

Also does G-Sync still need to be disabled from NVidia Control Panel when using CRT Beam, or has that issue been fixed in RetroArch now?

But other than having that option disabled it’s ok to leave the others I mention enabled to cut down on as much latency as possible?.

I’m guessing run ahead is a no go as well then with CRT Beam Simulator ?

I don’t know anything about the nvidia control panel.

I don’t think the VRR/subframe issue will be tackled any time soon. It would greatly complicate the way the feature works internally.

I think the others should be fine, yeah.

runahead should be fine.

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In the changelog for Retroarch 1.21.0 (April 29th):

ā€œVIDEO/SHADERS: Allow exact refresh rate sync with shader subframesā€

Before, as soon as I enabled subframes, the 'Sync To Exact Content Framerate" option would automatically turn off. Now, it stays on.

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well there you go. I clearly haven’t kept up.

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That’s good to hear.

I guess the shader must be working and enabled as I can see a very faint bar move up the screen and if I change the refresh rate in the shader subframe setting then the screen flashes on anything lower or higher than 240hz.

Must just be my aging eyes and can’t notice any difference with it being enabled or disabled

My suggestion: try appending a CRT shader with visible scanlines. If the scanlines stay fairly intact during vertical scrolling, you’re good to go.

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Also, Try pausing via ā€œkā€ key; that way you should be able to pause between subframes. if a 60hz content stay still (and/or you see the dark shade crossing the screen), while you repeating pressing the ā€œkā€, then you are definitely using subframes.

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Is it possible to prepend this to my MBZ presets, tried it but I am not entirely sure I see a difference. Tried to append it but it creates a mess.

The Mega Bezel cannot be appended or prepended. All additions must be surgically added by @HyperspaceMadness.

I am certain he is keeping an eye on this thread. :grin:

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I’ve tried this and all frame look identical, no dimming of the screen or a shade crossing the screen. So maybe the shader isn’t working correctly

Maybe that, maybe subframes are not working either.

To test the latter, try pausing with ā€œkā€ a game supposed to refresh at every frame (likely an scrolling arcade shoot em up), and verify that the game content (does not/) indeed changes each time you it ā€œkā€.

So I have tried 3 arcade games, Final Fight, Alien Storm and TMNT. Have pressed K to freeze the frame and on each press of K key the screen does not alter at all no dark shade crossing the screen.

So for whatever reason I don’t think CRT Beam Simulator is working!?

It doesn’t seem so; if you walk right in FF, does the screen scroll ar every pressure of the ā€œkā€ key?

That indicates subframes aren’t working.

So start walking right whilst constantly press the ā€˜K’ key???

what should i be looking for?

frame-advance only advances full frames. it won’t step through sub-frames.

If subframes aren’t enabled, the shader won’t show any effect at all: https://github.com/libretro/slang-shaders/blob/master/subframe-bfi/shaders/crt-beam-simulator.slang#L410

ā€œkā€ steps through subframes, ā€œpā€ skips whole frames.

My point, @BlockABoots, is that you can see if subframes are working by pressing …k,k,k,k,k,k,…

if you have , say, 2 subframes, you should see: scrolling,stop,stop,scrolling,stop,stop…

If they are not working, you would see: scrolling,scrolling,scrolling,scrolling

EDIT

As @hunterk pointed out, I might be wrong and memory did not served me well, and indeed k key skips whole frames as well.

Sorry for the noise.

So trying @kokoko3k method above (pressing K to advance the fames) wont show the effect and give me an indication that CRT Beam is working as intended???

So I completely removed Retroarch from my system, all traces of it even down to the registry. Downloaded the latest nightly installation and installed. The only options I have chnaged are…

  • Main Menu>Online Updater>Update Core Info Files

  • Main Menu>Online Updater>Update Assets

  • Main Menu>Online Updater>Update Databases

  • Main Menu>Online Updater>Update Slang Shaders

  • Settings>Video>Output>Video - Enabled Vulcan

  • Settings>Video>Synchronisation> Enabled Shader Sub-Frame 4 (200/50, 240/60, 280/70 Hz)

  • Settings>Core> Disabled Allow Cores to Switch the Video Driver

  • Downloaded the FinalBurn Neo core

  • Loaded the core

  • Loaded Final Fight

  • Pressed ā€˜F1’

  • Quick Menu>Shaders Enabled Video Shaders

  • Quick Menu>Shaders>Load Preset>Shader slang>subframe-bfi>crt-beam-simulator.slangp

  • Press ā€˜F1’ to go back to game

I’m still not 100% sure its working as intended. Having the shader enabled or disabled I do not feel that the movement looks or feels any smother at all, surely you should be able to notice it??

Having the shader enabled I can see the faint bar moving up the screen and if I pause the game the screen does become brighter and the slightly duller when resuming the game so it IS doing something I’m just not feeling the benefit of it being enabled

Do I needed to disabled settings in Nvidia CP or my Monitor, like G-Sync or VRR etc?

if you can see it dimming the screen, it’s on and working. At default settings, motion clarity should be somewhat better, but you can make it more pronounced at the cost of further reduced brightness by editing one of the parameters. I think it’s called something like ā€˜brightness vs clarity tradeoff’ or somesuch.

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