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
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 retroarchtrue, 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?
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.
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
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.
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.
Hey, @Jobima I was looking around for some Aspect Ratio shaders for reference, so I could implement them in the Guest shaders.
Instead I found something better here - https://github.com/akgunter/reshade-utility-shaders. (You can use these with any shaders you like.)
Step 1 - Drag the TransformViewport shader to the top and then the Unstretch shader to the bottom in the ReShade menu like this -
Step 2 - In TransformViewport set Input Resolution XY to the 4:3 (or any other) aspect Resolution you want (like 1440 for a 1920x1080 monitor) -
Step 3 - Finally in Unstretch set Desired Aspect Ratio to 4:3 aspect ratio (or any other) you want -
That’s all. Try it and see if this works for you too.
It’s a mixture of some shaders with CRT-Guest-HD on top. I can post a link if you want them.
that work
but as I said before “crt mask will be distorted”you can see there are something like Moire effect
and here how it look with retroarch or 960 hack
I would love that. Since I can’t seem to get it to look that good myself, so would really appreciate your settings for everything. 
Hey all, I can use these shaders with Reshadeck on the Steam Deck correct? What resolution should I set them to?
Just set both Resolution_X and Resolution_Y to the resolution of the console you are emulating. For PC pixel art games you can just google the game’s original pixel resolution and use that.
HERE - ReShade-Shaders. The presets labeled with 1920 are for 4:3 games (on a 1440p monitor) and the one labeled 2560 are for 16:9 game. You can use Res-O-Matic to run standalone emulators at 4:3.
I just made the necessary changes (added OutputSize_X and OutputSize_Y) to the Guest shaders to fix that issue, it looks better, but it doesn’t seem to completely fix the Masks (it fixed the Corner and Border effects though).
Res-O-Matic -
Default shader -
Shader with changes -
I don’t know what else I can do here. Maybe you can figure something out in the shader - CRT-Guest-NTSC Aspect Ratio TEST. Don’t forget to set OutputSize_X to 1440.