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

Oh man, I didn’t think about converting the monitor resolution to a 4:3 ratio with PC games… This eases the color bleed from the mask that led me to mess with shadow_msk values a few posts pack.

In my case it’s 1440x1080 for a 1080p monitor, if I’m not mistaken. Might need to experiment with the horizontal res a bit too, but this is an improvement.

I’ve also been increasing Internal Resolution for some PC games like Resident Evil 1-3 ports with the REBirth mod, so at least that’s something I was doing right.

Not sure what’s the difference between leaving pcsx2 and Dolphin at native res and 4:3 vs. using Res-O-Matic, though. I’m on Linux so that software won’t work very well.

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I use Res-O-Matic to avoid pillarboxing (black bars on left and right) in standalone emulators.

Without Reso -

With Reso -

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@DevilSingh maybe better adding parameter like Resolution_X and Resolution_Y but for Aspect Ratio? so it will only did CRT-Guest-Advanced in 4:3 internally without the need of something like Reso

You can use something like - AspectRatioSuite for that. I just prefer Reso as it allows me to not only change the resolution, but also the refresh rate on a per game/emulator basis.

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thanks for mentioning this! I will test it

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Unfortunately it seems it not do what I think, and if you think about it, even if it do work as intended there will be many problems like the crt mask will be distorted

also in

it not only the black bars, it also the sharping, so I think it’s better to add new AspectRatio to CRT-Guest-Advanced and ntsc-adaptive reshade shaders

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The second image looks sharper here because both images here uses Resolution_X at 1920. Which you can imagine will look blurrier in the first image, as it is 2560 width in size.

Perhaps to clarify, the way I understand it: Reshade shaders apply to the whole screen. (or active window you’re using Reshade with). This is different compared to Retroarch which applies shaders to the active pixels the content is running at.

Res-o matic is just a tool to quickly change/start apps with the desired res/refresh in your system. On Linux you could e.g. define hotkeys.

Strictly speaking, you don’t to change the resolution to a 4:3 one, but it can be useful.

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you sure it’s not because ntsc filter treated 4:3 as 16:9? anyway I noted this in my side not only in the imagines above

dolphin

Retroarch as you can see, the 16:9 is blurry but the 4:3 is sharper like the one from retroarch

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true, and that make the image blurrier in reshade

I’m 1000% sure. Some examples -

Resolution_X = 1920 (4:3) -

Resolution_X = 1920 (16:9) -

Resolution_X = 2560 (16:9) -

I think I might know what the issue is here.

Please post your Resolution_X setting for both 4:3 and 16:9 Dolphin images here. And also what upscaling (like 4x, 8x) are you using in the RetroArch Dolphin core?

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Resolution_X=720 in both 4:3 and 16:9, but in 4:3 as you can see my screen resolution is 1440 not 1920

in retroarch I use no upscale, same for standalone Dolphin, also I get same result using pcsx2, and I think the problem will be the same in 240p consoles but I didnt test since retroarch suffices my needs for any console released before the year 2000

Just set Resolution_X to 960 for 16:9. As I showed in my examples above, for me it’s 1920 for 4:3 and 2560 for 16:9.

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that hack seems work

but isnt better to add new Aspect Ratio option? so both black bars and sharp 4:3 in 16:9 will work

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Hi all. Great shader and thank you for sharing your work. I’m confused on what to put for resolution_x and resolution_y. I’m using PCSX2 and CRT-Guest-Advanced. Should the resolutions match the actual resolutions of PS2 games? I am using native resolutions in PCSX2.

@Jobima I’ll look into this today (if I get some free time) or the next weekend. But, no promises.

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Your screenshots look amazing. Can’t get games too look like that on PCSX2 or Dolphin on my screen. What settings do you use? I also have a 1440p monitor.

Let me try to understand what you’re doing. You set a 4:3 resolution for your monitor without scaling by chopping off the side pixels (2560 -> 1920). The internal resolution parameter tells the shader that you have 4x more pixels than native (1920 horizontal pixels and 1440 vertical pixels) and will correctly blur and blend with the extra pixels.

The internal resolution parameter usually is used when upscaling, i.e. increased native resolution is set in the emulator, if it’s set to native, setting internal res high in the shader should degrade the image unreasonably.

My suggestion for a display res of 1920x1440 would actually be to set Guest res parameters to 1920 and 480 and then switch through the interlace settings of the shaders, it should make a difference (e.g. interlace off will show notable scanlines with default settings because of the vertical scale factor of 3) You can also experiment with different res (preferably even dividers), e.g. 960x720 or just set to display res.