@DevilSingh what about making OutputSize_X and OutputSize_Y crop the input for CRT-Guest (CRT-Guest will see it similar as Res-O-Matic method) but for the final output alpha (invisible) border will be added to pad the CRT-Guest output to the screen resolution?
Sorry. But I don’t think I understand your question here. Can you clarify what you are asking for?
Aspect ratio shader should work with horizontal tweaks if it’s put in the chain before guest-advanced.
If it’s applied later, then ofc. masks would be distorted.
Wouldn’t that be pointless? Then the Aspect Ratio shader will just behave like a crop shader only -
It’s not like CRT-Guest can access this cropped area to output to. We need something that can actually change the backbuffer size.
This is exactly what the Aspect Ratio shader does. (Other than adding alpha at the end.)
Aspect Ratio OFF -
Aspect Ratio ON -
I meant that as a CRT-Guest update to do this internally (Not literally, but as a general idea) so the crt mask will not be distorted, In other words make it kinda act like retroarch
Okay, so turns out I was being a dumbass (as always). Adding Aspect Ratio to the Guest shaders (or any shader) is easy. Please try this CRT-Guest-HD Aspect Ratio TEST.
See if MASK looks right for you too, and try to change both Resolution and AspectSize settings to random values to check if anything breaks.
Everything is working on my end -
can you make a test for ntsc one too please?
Oops! Did a hasty copy/paste mistake. Find and replace CGHD_S09
with NTSC_S14
.
so far so good! seems work fine! thanks!
and here was the 960 hack https://forums.libretro.com/uploads/default/original/3X/7/0/701aedbce0dcff35033df9945d004b3751907ba4.jpeg for comparisonboth has similar sharp which is similar to retroarch too
didnt test the borders in ntsc but it seems work fine in CRT-Guest-HD from my test before you post the ntsc update
Can you check if scanlines (and everything else) looks fine on your end, when you change Aspect_Y.
I have to get something 240p in this case but I will try to test them
Hey, so I’ve recently got into CRT shaders for emulation (specifically PCSX2), so this may be a dumb question, but what value do I need to put into the CRT Guest Resolution_Y and Resolution_X? From the screenshots shared here, it looked like Guest-Advanced would look fine with default settings, but when I try using it like that on PCSX2, the games gets so blurry I can barely read any UI text. I took some screenshots and made an Image Slider for comparison (between no shader, CRT Royale and CRT Guest): https://imgsli.com/Mzk3ODU1/1/2 I’m trying to find alternatives to Royale because it crushes black levels, in games like Rule of Rose (that are naturally darker), I can barely see a thing in some rooms. I’m also normally playing at the PS2’s native res, I just bumped it to 4x for the sake of clarity when taking the screenshots.
For reference, I use Guest-NTSC on Duckstation (it came with the emulator when I downloaded it), and the only settings I changed there were NTSC Resolution Scaling from 1 to 2 and High Resolution Scanlines from 0 to 1, and in Duckstation it looks gorgeous (example: https://imgur.com/a/qm6qaSh). I tried using Guest-NTSC on PCSX2 and changing those two settings as well, but it still looks awful. Can anyone help me configure it correctly? Really don’t want to depend on Royale.
By default my Guest ports scale to 320x240 and if I’m not wrong Royale for ReShade scales to the full buffer size (so, 1920x1080 in your case).
You can try the same 1920x1080 in Guest or 960x540 for a softer look. And if you want scalines at those high resolutions you can adjust Internal Resolution Y: 0.5 | Y-Dowsample to your liking.
That did the trick! I set it to 960x540 and then increased the internal resolution to 1.5 just so the scanlines were slightly more visible. Thank you so much, this is the closest a CRT shader came to looking like how I remember the TVs I played as a kid, haha (specifically the Guest-NTSC version).
Most CRT shaders I’ve ran into seem to be made with upscaling in mind (so games running several times their original resolution), but this one does a pretty great job at the PS2’s native res as well
@Rincewind could you update the Duckstation port to the latest version from guest.r / latest port from DevilSingh and then also push it to https://github.com/stenzek/emu-shaders?
Thank you for the port
Yeah, I’ll probably update it one day when I’ll personally need those updates. Just don’t count on it as I’m rather busy, but feel free to give it a shot