CRT-Guest-Advanced, HD and NTSC for ReShade!

Hello, for some reason the shader at the standard 320x240 resolution (or any standard resolution) doesn’t seem to work correctly unless I set the horizontal resolution to something like 1280, which seems to mess up some effects like blurring. Any idea why this is happening?

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What do you mean by “standard resolution” ? Have you tried 256 x 224 or 512 x 224 for SNES?

Also, have you read this?

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Thanks for the tip, 224 doesn’t seem to work properly either with or without integer scaling so I just stuck with 240. 256 looks even more broken and 512 looks better but still off. (Before you ask why I don’t just use retroarch, I just like using standalone emulators more)

I have a question, I’ve been playing the kingdom hearts steam ports with guest ntsc, is it better to render the game at my native screen res and set resolutionX/Y to a lower multiple res (1440p - > 360p) or is it better to just run the game at the lowest possible res and using the same values in resX/Y? Tysm

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@DevilSingh @guest.r first off, thank you both so much for the shaders and the reshade port! :slightly_smiling_face:

The shader was last updated on May 18 with the following changelog:

New Release Version (2024-05-18-r1):

Notable changes:

  • Various optimizations and small code cleanups.
  • Improved filtering with NTSC and HD versions.
  • Corner function overhaul.
  • Included grade contrast black screen fix (sonkun).

Could the reshade port be updated to include those changes, thanks in advance!

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There seems to be a mismatch between the resolution being output by the emulator and the resolution you’re inputting in the Resolution_X and Resolution_Y fields. I think once you get the correct values you should be good to go. I suggest you try to get those exact values instead of guessing. Don’t assume it’s the same resolution that the console equivalents tended to output.

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Not all changes are viable to a ReShade port, especially those related to input resolution changes on-the-fly.

If, then filtering (HD, NTSC, small changes) and the corner function could be updated. Anyway, current ReShade port is quite up-to-date and folks can use it without missing new stuff.

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Dear @guest.r,

Thank you for your swift response!

[quote=“guest.r, post:97, topic:41880”] Not all changes are viable to a ReShade port, especially those related to input resolution changes on-the-fly. [/quote]Understandable.

[quote=“guest.r, post:97, topic:41880”] If, then filtering (HD, NTSC, small changes) and the corner function could be updated. [/quote]Yup, when I read the changelog that you updated/improved the NTSC (and HD) filtering, I was hoping that the ReShade port could be updated to include those, since I always use the NTSC shader, and as with everything, any improvement is always welcome.

The thing is, I don’t use RetroArch since I don’t play games on emulators. But I found one very convenient program called ShaderGlass that lets you use those shaders on the whole screen, but the problem is that the shaders & program were last updated on August 10, 2023, and it does not seem like the author will be updating it anytime soon.

But since it is open source, I thought I could implement/update the crt_guest shaders myself following these steps https://github.com/mausimus/ShaderGlass?tab=readme-ov-file#code, and well, it turned out I had no idea what I was doing, and was an overall disaster. So I used the ReShade port as a last resort and was hoping could be brought on par/up to date to your latest release of the crt_guest shaders (2024-05-18-r1).

Again, thank you for the amazing shaders and the swift reply!

With Gratitute, Ali Akbar

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Please tell me which of the presented shades is best to use for Snes and Mega Drive 2. I use the shader from crt-guest-advanced-2024-05-18-release1 , namely crt-guest-advanced-hd

Please tell me, isn’t a Preset file needed to use the reshade? I want to use it for Snes and Sega Megadrive

Hello everyone, I had the pleasure of testing the CRT Guest Advance through Reshade, and I asked myself some questions that I kindly ask for an answer to:

1 - What is the difference in usage between the normal and HD version of Guest Shaders?

2 - I love to associate CRT shaders with pixel smoothing ones, in fact on Retroarch I use Mega Bezel Smooth Advance a lot to find what I’m looking for. Is it possible to associate a smoothing shader within Reshade, such as ScaleFx, together with the Guest CRT, or are there any tricks to make the image as less “crunchy” as possible?

3 - What program or site do you use to find out for sure the resolution of the game you are playing? Sometimes I have trouble finding the exact resolution of what I am playing for a correct setting of the CRT Guest Advance.

Many thanks in advance for your help and thanks to the one who brought all this to the Reshade environment.

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Hey!

HD version is much better if you don’t want scanlines, with increased internal resolution etc.

With Reshade there are some smoothing shaders you can use prior the crt passes, i think xbrz has been ported. You need to adjust crt-guest input resolution to like 3x for the smoothing effect.

Mega Bezel displays internal resolution of a game if the feature is enabled, otherwise it’s like general knowledge of the emulated system, sometimes googling helps for specific games.

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Thank you so much for your reply. In the end I opted to use Guest HD with mask number 1 (Lottes) and use the “Fake HDR” function with excellent results, managing to remove but not excessively the image (I opted to respect the idea of image that the developers have). All this by testing it on the game “Okinawa Rush” (I recommend it, spectacular). A problem arises however when I tried it with “Nitro Kid” (another great indie) - here the resolution is 1920x1080 and the Lottes mask becomes huge, cumbersome and extremely pronounced, also darkens the image too much. I have no way to post screenshots, but what value should I adjust to shrink correctly as it happens when using it with “Okinawa Rush”? Thanks for the help, solved this point I’m really fine. Thanks

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Hello. I’ve recently tried CRT guest NTSC for ReShade project by using it on Sonic Mania.

Are there some missing files or updates in that package in order to get the same Dithering nor Rainbow banding such as the Genesis/MegaDrive Sonic games ? … or is this an issue being related to how Sonic Mania was actually drawn with its waterfalls?

I just end up getting:

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On another note, I have been having an issue with DX9 games where the resolution will not scale correctly unless I use downsampling. For some reason, games like Sonic Mania, Sonic Forever, and Sonc 2 Absolute will have a line of distorted pixels in the center of the screen when they are set to their base resolution of 424 x 240. Setting a multiple of 240 and using y-downsampling fixes this issue, but it can interfere with blending. Lowering the resolution scaling of the x and y resolutions can fix that, but be gentle with it. You can easily over-blur the image. Go little-by-little until things like the waterfalls look right.

The same issue has been happening to me whenever I use the most up-to-date version of the DX9 shaders and have phase set to auto or 2-phase. Manually switching to 3-phase or mixed phase fixes the issue. I do not have the same problem when I use the other version.

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What I was trying to say is the fact, I can’t replicate the Sonic Rainbow + Dithering on Sonic Mania. These small rainbow artifacts on the vertical blue shades in Sonic Mania are so wrong.

Either Phase 2 or 3 don’t fix the issue to me.

What other version are you referring to? Please

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OK, for the rainbow effect you are meant to use the the “ntsc coloring/rainbow” setting near the bottom of the ntsc settings at the top of the guest-nstc shader settings (it’s a bit confusing, I know). If that is not enough, you can use the custom nstc fringing and artifacting values at the top of the settings. Apologies for the delay, I have been swamped with school :upside_down_face:. Let me know if you have any other questions.

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thank you. Enabling ntsc rainbow in options its exactly what i show in 2nd picture:

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Still waiting on a Gdapt/Mdapt Reshade conversion to compliment these CRT shaders. NTSC and GTU shaders blur the image far too much to achieve any desirable level of dither blending.

I’m not familiar with the differences between the Reshade versions and the RetroArch/Slang versions of CRT-Guest-Advanced-NTSC in terms of output and functionality but if it is essentially equal and you’re not able to achieve blending and transparency without excessively blurring the image then perhaps you’re doing something wrong?

It might help all stakeholders if you would post some screenshots as well as the parameters you’ve tried so far.