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

These should work (hopefully) -

CRT-Guest-Advanced

CRT-Guest-HD

CRT-Guest-NTSC

Resolution settings (Resolution X and Resolution Y) should be at the top.

As for what resolution to use. I have no idea what res LaserDisc games use. If you know the game’s res you should try that maybe.

Also don’t forget to test 4K and 1440x1080 too.

3 Likes

Thanks. Pastebin seems to be having problems, but I will check later.

Pastebin is still down. Use these instead -

CRT-Guest-Advanced

CRT-Guest-HD

CRT-Guest-NTSC

3 Likes

Yes, this new method works perfectly. 2160 resolution is accepted without fail on all three. The NTSC has some artifacts, and the advanced some flickering, but the HD looks great. Would like to be able to use TATE in HD if that is a future possibility at some point.

Couple quick ReShade questions… Is it possible to disable the ReShade notification bar that shows each time it launches? I found options for disabling a couple other notifications, but they don’t affect that. Is it possible to have the CRT shader only in the 4:3 area in the middle of the screen (the game display area). Hypseus supports bezel overlays (like MAME in a way) that fill the outside of the 16:9 area, but ReShade displays the CRT shader over these as well.

Thanks for taking the time to get these DX9 shaders running. I appreciate it.

edit The next time I launched with the HD version, it is showing the AtlasFont image over the whole screen.

To fix the flickering in Advanced and NTSC set Interlace Mode to 4. If you can post a screenshot of the NTSC artifacts please do. For TATE mode in HD. You’ll need to ask @guest.r for that.

As far as I know you can’t disable the ReShade pop-up on startup.

Unfortunately ReShade works like an overlay so it applies the shaders on top of everything unlike RetroArch (Also the reason why it needs Resolution settings in the first place). But you can maybe try the HUD masking (I forget the exact name) shader in ReShade to mask out the Bezel’s area.

What is an AtlasFont image? Post screenshots if possible.

3 Likes

Fixed CRT-Guest-DX9. Thanks @Drybonz for reporting.

Also, here’s an DX9 specific version of NTSC-Adaptive -

uniform float quality <
	ui_type = "drag";
	ui_min = 0.0;
	ui_max = 0.0;
	ui_step = 1.0;
	ui_label = "Values (Info Only): SVideo = 0 | Composite = 1.0 | RF = 2.0";
> = 0.0;

uniform float cust_artifacting <
	ui_type = "drag";
	ui_min = 0.0;
	ui_max = 5.0;
	ui_step = 0.1;
	ui_label = "NTSC Custom Artifacting Value";
> = 1.0;

uniform float cust_fringing <
	ui_type = "drag";
	ui_min = 0.0;
	ui_max = 5.0;
	ui_step = 0.1;
	ui_label = "NTSC Custom Fringing Value";
> = 1.0;

uniform float ntsc_fields <
	ui_type = "drag";
	ui_min = 1.0;
	ui_max = 3.0;
	ui_step = 1.0;
	ui_label = "NTSC Merge Fields: Auto | No | Yes";
> = 1.0;

uniform float ntsc_phase <
	ui_type = "drag";
	ui_min = 1.0;
	ui_max = 4.0;
	ui_step = 1.0;
	ui_label = "NTSC Phase: Auto | 2 Phase | 3 Phase | Mixed";
> = 1.0;

uniform float ntsc_scale <
	ui_type = "drag";
	ui_min = 0.2;
	ui_max = 2.5;
	ui_step = 0.025;
	ui_label = "NTSC Resolution Scaling";
> = 1.0;

uniform float ntsc_cscale <
	ui_type = "drag";
	ui_min = 0.2;
	ui_max = 4.0;
	ui_step = 0.05;
	ui_label = "NTSC Chroma Scaling/Bleeding";
> = 1.0;

uniform float ntsc_sat <
	ui_type = "drag";
	ui_min = 0.0;
	ui_max = 2.0;
	ui_step = 0.01;
	ui_label = "NTSC Color Saturation";
> = 1.0;

uniform float ntsc_bright <
	ui_type = "drag";
	ui_min = 0.0;
	ui_max = 1.5;
	ui_step = 0.01;
	ui_label = "NTSC Brightness";
> = 1.0;

uniform float ntsc_gamma <
	ui_type = "drag";
	ui_min = 0.25;
	ui_max = 2.0;
	ui_step = 0.025;
	ui_label = "NTSC Filtering Gamma Correction";
> = 1.0;

uniform float ntsc_ring <
	ui_type = "drag";
	ui_min = 0.0;
	ui_max = 1.0;
	ui_step = 0.1;
	ui_label = "NTSC Anti-Ringing";
> = 0.5;

uniform float ntsc_shrp <
	ui_type = "drag";
	ui_min = -10.0;
	ui_max = 10.0;
	ui_step = 0.5;
	ui_label = "NTSC Sharpness (Negative:Adaptive)";
> = 0.0;

uniform float ntsc_shpe <
	ui_type = "drag";
	ui_min = 0.5;
	ui_max = 1.0;
	ui_step = 0.05;
	ui_label = "NTSC Sharpness Shape";
> = 0.75;

uniform float CSHARPEN <
	ui_type = "drag";
	ui_min = 0.0;
	ui_max = 5.0;
	ui_step = 0.1;
	ui_label = "FSharpen - Sharpen Strength";
> = 0.0;

uniform float CCONTR <
	ui_type = "drag";
	ui_min = 0.0;
	ui_max = 0.25;
	ui_step = 0.01;
	ui_label = "FSharpen - Sharpen Contrast/Ringing";
> = 0.05;

uniform float CDETAILS <
	ui_type = "drag";
	ui_min = 0.0;
	ui_max = 1.0;
	ui_step = 0.05;
	ui_label = "FSharpen - Sharpen Details";
> = 1.0;

uniform float DEBLUR <
	ui_type = "drag";
	ui_min = 1.0;
	ui_max = 7.0;
	ui_step = 0.25;
	ui_label = "FSharpen - Deblur Strength";
> = 1.0;

#include "ReShade.fxh"

#define TexSize float2(Resolution_X,Resolution_Y)
#define IptSize float2(Resolution_X,Resolution_Y)
#define OrgSize float4(TexSize,1.0/TexSize)
#define SrcSize float4(IptSize,1.0/IptSize)
#define pii 3.14159265
#define mix_m float3x3(BRIGHTNESS,ARTIFACTING,ARTIFACTING,FRINGING,2.0*SATURATION,0.0,FRINGING,0.0,2.0*SATURATION)
#define rgb_m float3x3(0.299,0.587,0.114,0.596,-0.274,-0.322,0.211,-0.523,0.312)
#define yiq_m float3x3(1.000,0.956,0.621,1.000,-0.272,-0.647,1.000,-1.106,1.703)
#define tex_1 texcoord-float2(0.25*OrgSize.z/4.0,0.0)
#define tex_2 texcoord-float2(0.25*OrgSize.z/4.0,0.0)
#define fetch_offset(offset,one_x) float3(tex2D(PAAL_S02,tex_1+float2((offset)*(one_x.x),0.0)).x,tex2D(PAAL_S02,tex_1+float2((offset)*(one_x.y),0.0)).yz)

#ifndef Resolution_X
#define Resolution_X 320
#endif

#ifndef Resolution_Y
#define Resolution_Y 240
#endif

#define PAAL_S00 ReShade::BackBuffer

texture PAAL_T01{Width=1.0*Resolution_X;Height=Resolution_Y ;Format=RGBA16F;};
sampler PAAL_S01{Texture=PAAL_T01;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=POINT ;MinFilter=POINT ;MipFilter=POINT ;};

texture PAAL_T02{Width=4.0*Resolution_X;Height=Resolution_Y ;Format=RGBA16F;};
sampler PAAL_S02{Texture=PAAL_T02;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;MipFilter=LINEAR;};

texture PAAL_T03{Width=2.0*Resolution_X;Height=Resolution_Y ;Format=RGBA16F;};
sampler PAAL_S03{Texture=PAAL_T03;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=POINT ;MinFilter=POINT ;MipFilter=POINT ;};

texture PAAL_T04{Width=2.0*Resolution_X;Height=Resolution_Y ;Format=RGBA16F;};
sampler PAAL_S04{Texture=PAAL_T04;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=POINT ;MinFilter=POINT ;MipFilter=POINT ;};

uniform int framecount<source="framecount";>;

float mod(float x,float y)
{
	return x-y* floor(x/y);
}

float3 rgb2yiq(float3 r)
{
	return mul(rgb_m, r);
}

float3 yiq2rgb(float3 y)
{
	return mul(yiq_m, y);
}

float4 PASS_1_PS(float4 position:SV_Position,float2 texcoord:TEXCOORD):SV_Target
{
	return tex2D(PAAL_S00,texcoord.xy);
}

float4 NTSC_1_PS(float4 position:SV_Position,float2 texcoord:TEXCOORD):SV_Target
{
	float pix_res= min(ntsc_scale,1.0);
	float phase= (ntsc_phase<1.5)?((OrgSize.x>300.0)?2.0:3.0):((ntsc_phase>2.5)?3.0:2.0);
	if(ntsc_phase==4.0)phase=3.0;
	float res=ntsc_scale;
	float mod1=2.0;
	float mod2=3.0;
	float CHROMA_MOD_FREQ=(phase<2.5)?(4.0*pii/15.0):(pii/3.0);
	float ARTIFACTING=cust_artifacting;
	float FRINGING=cust_fringing;
	float BRIGHTNESS=ntsc_bright;
	float SATURATION=ntsc_sat;
	float MERGE=0.0;
	if(ntsc_fields== 1.0&&phase==3.0)MERGE=1.0;else
	if(ntsc_fields== 2.0)MERGE=0.0;else
	if(ntsc_fields== 3.0)MERGE=1.0;
	float2 pix_no=texcoord*OrgSize.xy* pix_res*float2(4.0,1.0);
	float3 col0=tex2D(PAAL_S01,texcoord).rgb;
	float3 yiq1=rgb2yiq(col0);
	yiq1.x=pow(yiq1.x,ntsc_gamma); float lum=yiq1.x;
	if(ntsc_phase==4.0)
	{
	float2 dx=float2(OrgSize.z,0.0);
	float3 c=tex2D(PAAL_S01,texcoord-dx).rgb;
	float3 d=tex2D(PAAL_S01,texcoord+dx).rgb;
	c=rgb2yiq(c);c.x=pow(c.x,ntsc_gamma);
	d=rgb2yiq(d);d.x=pow(d.x,ntsc_gamma);
	yiq1.x=lerp(min(0.5*(yiq1.x+max(c.x,d.x)),max(yiq1.x,min(c.x,d.x))),yiq1.x,5.0*min(abs(c.x-d.x),1.0));
	}
	float3 yiq2=yiq1;
	float3 yiqs=yiq1;
	float3 yiqz=yiq1;
	if(MERGE>0.5)
	{
	float chroma_phase2=(phase<2.5)?pii*(mod(pix_no.y,mod1)+mod(framecount+1,2.)):0.6667*pii*(mod(pix_no.y,mod2)+mod(framecount+1,2.));
	float mod_phase2=chroma_phase2+pix_no.x*CHROMA_MOD_FREQ;
	float i_mod2=cos(mod_phase2);
	float q_mod2=sin(mod_phase2);
	yiq2.yz*=float2(i_mod2,q_mod2);
	yiq2=mul(mix_m,yiq2);
	yiq2.yz*=float2(i_mod2,q_mod2);
	if(res>1.025)
	{
	mod_phase2=chroma_phase2+pix_no.x*CHROMA_MOD_FREQ*res;
	i_mod2=cos(mod_phase2);
	q_mod2=sin(mod_phase2);
	yiqs.yz*=float2(i_mod2,q_mod2);
	yiq2.x=dot(yiqs,mix_m[0]);
	}
	}
	float chroma_phase1=(phase<2.5)?pii*(mod(pix_no.y,mod1)+mod(framecount  ,2.)):0.6667*pii*(mod(pix_no.y,mod2)+mod(framecount  ,2.));
	float mod_phase1=chroma_phase1+pix_no.x*CHROMA_MOD_FREQ;
	float i_mod1=cos(mod_phase1);
	float q_mod1=sin(mod_phase1);
	yiq1.yz*=float2(i_mod1,q_mod1);
	yiq1=mul(mix_m,yiq1);
	yiq1.yz*=float2(i_mod1,q_mod1);
	if(res>1.025)
	{
	mod_phase1=chroma_phase1+pix_no.x*CHROMA_MOD_FREQ*res;
	i_mod1=cos(mod_phase1);
	q_mod1=sin(mod_phase1);
	yiqz.yz*=float2(i_mod1,q_mod1);
	yiq1.x=dot(yiqz,mix_m[0]);
	}
	if(ntsc_phase==4.0){yiq1.x=lum;yiq2.x=lum;}
	yiq1=(MERGE<0.5)?yiq1:0.5*(yiq1+yiq2);
	return float4(yiq1,lum);
}

float4 NTSC_2_PS(float4 position:SV_Position,float2 texcoord:TEXCOORD):SV_Target
{
	float chroma_filter_2_phase[33]={
    0.001384762, 0.001678312, 0.002021715, 0.002420562, 0.002880460, 0.003406879, 0.004004985, 0.004679445, 0.005434218, 0.006272332, 0.007195654,
    0.008204665, 0.009298238, 0.010473450, 0.011725413, 0.013047155, 0.014429548, 0.015861306, 0.017329037, 0.018817382, 0.020309220, 0.021785952,
    0.023227857, 0.024614500, 0.025925203, 0.027139546, 0.028237893, 0.029201910, 0.030015081, 0.030663170, 0.031134640, 0.031420995, 0.031517031};
	float chroma_filter_3_phase[25]={
   -0.000118847,-0.000271306,-0.000502642,-0.000930833,-0.001451013,
   -0.002064744,-0.002700432,-0.003241276,-0.003524948,-0.003350284,
   -0.002491729,-0.000721149, 0.002164659, 0.006313635, 0.011789103,
    0.018545660, 0.026414396, 0.035100710, 0.044196567, 0.053207202,
    0.061590275, 0.068803602, 0.074356193, 0.077856564, 0.079052396};
	float luma_filter_2_phase[33]={
   -0.000174844,-0.000205844,-0.000149453,-0.000051693, 0.000000000,-0.000066171,-0.000245058,-0.000432928,-0.000472644,-0.000252236, 0.000198929,
    0.000687058, 0.000944112, 0.000803467, 0.000363199, 0.000013422, 0.000253402, 0.001339461, 0.002932972, 0.003983485, 0.003026683,-0.001102056,
   -0.008373026,-0.016897700,-0.022914480,-0.021642347,-0.028863273, 0.027271957, 0.054921920, 0.098342579, 0.139044281, 0.168055832, 0.178571429};
	float luma_filter_3_phase[25]={
   -0.000012020,-0.000022146,-0.000013155,-0.000012020,-0.000049979,
   -0.000113940,-0.000122150,-0.000005612, 0.000170516, 0.000237199,
    0.000169640, 0.000285688, 0.000984574, 0.002018683, 0.002002275,
   -0.005909882,-0.012049081,-0.018222860,-0.022606931, 0.002460860,
    0.035868225, 0.084016453, 0.135563500, 0.175261268, 0.220176552};
	const int TAPS_2_phase=32;
	const int TAPS_3_phase=24;
	float res =ntsc_scale;
	float3 signal=0.0;
	float2 one=0.25*OrgSize.zz/res;
	float phase= (ntsc_phase<1.5)?((OrgSize.x>300.0)?2.0:3.0):((ntsc_phase>2.5)?3.0:2.0);
	if(ntsc_phase==4.0)phase=2.0;
	float cres =ntsc_cscale; if(phase==3.0||ntsc_phase==4.0)cres=min(cres,2.25); one.y=one.y/cres;
	if(phase<2.5){for(int i=0;i<TAPS_2_phase;i++)
	{
	float offset=float(i);
	float3 sums=fetch_offset(offset-float(TAPS_2_phase),one)+fetch_offset(float(TAPS_2_phase)-offset,one);
	signal+=sums*float3(luma_filter_2_phase[i],chroma_filter_2_phase[i],chroma_filter_2_phase[i]);
	}
	signal+=tex2D(PAAL_S02,tex_1).xyz*float3(luma_filter_2_phase[TAPS_2_phase],chroma_filter_2_phase[TAPS_2_phase],chroma_filter_2_phase[TAPS_2_phase]);}else
	if(phase>2.5){for(int i=0;i<TAPS_3_phase;i++)
	{
	float offset=float(i);
	float3 sums=fetch_offset(offset-float(TAPS_3_phase),one)+fetch_offset(float(TAPS_3_phase)-offset,one);
	signal+=sums*float3(luma_filter_3_phase[i],chroma_filter_3_phase[i],chroma_filter_3_phase[i]);
	}
	signal+=tex2D(PAAL_S02,tex_1).xyz*float3(luma_filter_3_phase[TAPS_3_phase],chroma_filter_3_phase[TAPS_3_phase],chroma_filter_3_phase[TAPS_3_phase]);}
	if(ntsc_ring>0.05)
	{
	float2 dx=float2(OrgSize.z/min(res,1.0),0.0);
	float a=tex2D(PAAL_S02,tex_1-1.5*dx).a;
	float b=tex2D(PAAL_S02,tex_1-0.5*dx).a;
	float c=tex2D(PAAL_S02,tex_1+1.5*dx).a;
	float d=tex2D(PAAL_S02,tex_1+0.5*dx).a;
	float e=tex2D(PAAL_S02,tex_1       ).a;
	signal.x=lerp(signal.x,clamp(signal.x,min(min(min(a,b),min(c,d)),e),max(max(max(a,b),max(c,d)),e)),ntsc_ring);
	}
	float3 x=rgb2yiq(tex2D(PAAL_S01,tex_1).rgb);
	signal.x=clamp(signal.x,-1.0,1.0);
	float3 rgb=signal;
	return float4(rgb,x.x);
}

float4 NTSC_3_PS(float4 position:SV_Position,float2 texcoord:TEXCOORD):SV_Target
{
	float2 dx=float2(0.25*OrgSize.z,0.0)/4.0;
	float2 tcoord=tex_2+dx;
	float2 offset=float2(0.5*OrgSize.z,0.0);
	float3 ll1=tex2D(PAAL_S03,tcoord+     offset).xyz;
	float3 ll2=tex2D(PAAL_S03,tcoord-     offset).xyz;
	float3 ll3=tex2D(PAAL_S03,tcoord+0.50*offset).xyz;
	float3 ll4=tex2D(PAAL_S03,tcoord-0.50*offset).xyz;
	float3 ref=tex2D(PAAL_S03,tcoord).xyz;
	float lum1=min(tex2D(PAAL_S03,tex_2-dx).a, tex2D(PAAL_S03,tex_2+dx).a);
	float lum2=max(ref.x,0.0);
	float dif=max(max(abs(ll1.x-ll2.x),abs(ll1.y-ll2.y)),max(abs(ll1.z-ll2.z),abs(ll1.x*ll1.x-ll2.x*ll2.x)));
	float dff=max(max(abs(ll3.x-ll4.x),abs(ll3.y-ll4.y)),max(abs(ll3.z-ll4.z),abs(ll3.x*ll3.x-ll4.x*ll4.x)));
	float lc=(1.0-smoothstep(0.10,0.20,abs(lum2-lum1)))*pow(dff,0.125);
	float sweight=smoothstep(0.05-0.03*lc,0.45-0.40*lc,dif);
	float3 signal=ref;
	if(abs(ntsc_shrp)>-0.1)
	{
	float lummix=lerp(lum2,lum1,0.1*abs(ntsc_shrp));
	float lm1=lerp(lum2*lum2 ,lum1*lum1 ,0.1*abs(ntsc_shrp));lm1=sqrt(lm1);
	float lm2=lerp(sqrt(lum2),sqrt(lum1),0.1*abs(ntsc_shrp));lm2=lm2* lm2 ;
	float k1=abs(lummix-lm1)+0.00001;
	float k2=abs(lummix-lm2)+0.00001;
	lummix=min((k2*lm1+k1*lm2)/(k1+k2),1.0);
	signal.x=lerp(lum2,lummix,smoothstep(0.25,0.4,pow(dff,0.125)));
	signal.x=min(signal.x,max(ntsc_shpe*signal.x,lum2));
	}else
	signal.x=clamp(signal.x,0.0,1.0);
	float3 rgb=signal;
	if(ntsc_shrp<-0.1)
	{
	rgb.x=lerp(ref.x,rgb.x,sweight);
	}
	rgb.x=pow(rgb.x,1.0/ntsc_gamma);
	rgb=clamp(yiq2rgb(rgb),0.0,1.0);
	return float4(rgb,1.0);
}

float4 PASS_2_PS(float4 position:SV_Position,float2 texcoord:TEXCOORD):SV_Target
{
	float2 g01=float2(-0.5*OrgSize.z,0.0);
	float2 g21=float2( 0.5*OrgSize.z,0.0);
	float3 c01=tex2D(PAAL_S04,texcoord+g01).rgb;
	float3 c21=tex2D(PAAL_S04,texcoord+g21).rgb;
	float3 c11=tex2D(PAAL_S04,texcoord    ).rgb;
	float3 b11=0.5*(c01+c21);
	float contrast=max(max(c11.r,c11.g),c11.b);
	contrast=lerp(2.0*CCONTR,CCONTR,contrast);
	float3 mn=min(min(c01,c21),c11);float3 mn1=min(mn,c11*(1.0-contrast));
	float3 mx=max(max(c01,c21),c11);float3 mx1=max(mx,c11*(1.0+contrast));
	float3 dif=pow(mx1-mn1+0.0001,0.75);
	float3 sharpen=lerp(CSHARPEN*CDETAILS,CSHARPEN,dif);
	float3 res=clamp(lerp(c11,b11,-sharpen),mn1,mx1);
	if(DEBLUR>1.125)
	{
	c01=tex2D(PAAL_S01,texcoord+2.0*g01).rgb;
	c21=tex2D(PAAL_S01,texcoord+2.0*g21).rgb;
	c11=tex2D(PAAL_S01,texcoord        ).rgb;
	mn1=sqrt(min(min(c01,c21),c11)*mn);
	mx1=sqrt(max(max(c01,c21),c11)*mx);
	float3 dif1=max(res-mn1,0.0)+0.00001;dif1=pow(dif1,DEBLUR.xxx);
	float3 dif2=max(mx1-res,0.0)+0.00001;dif2=pow(dif2,DEBLUR.xxx);
	float3 ratio=dif1/(dif1+dif2);
	sharpen=min(lerp(mn1,mx1,ratio),pow(res,lerp(0.75.xxx,1.10.xxx,res)));
	res=rgb2yiq(res);
	res.x=dot(sharpen,float3(0.2989,0.5870,0.1140));
	res=max(yiq2rgb(res),0.0);
	}
	return float4(res,1.0);
}

technique NTSC_Adaptive
{
	pass PASS_1
	{
	VertexShader=PostProcessVS;
	PixelShader=PASS_1_PS;
	RenderTarget=PAAL_T01;
	}
	pass NTSC_1
	{
	VertexShader=PostProcessVS;
	PixelShader=NTSC_1_PS;
	RenderTarget=PAAL_T02;
	}
	pass NTSC_2
	{
	VertexShader=PostProcessVS;
	PixelShader=NTSC_2_PS;
	RenderTarget=PAAL_T03;
	}
	pass NTSC_3
	{
	VertexShader=PostProcessVS;
	PixelShader=NTSC_3_PS;
	RenderTarget=PAAL_T04;
	}
	pass PASS_2
	{
	VertexShader=PostProcessVS;
	PixelShader=PASS_2_PS;
	}
}
3 Likes

FontAtlas.png is a file in the textures folder. I don’t know what its used for, but it randomly gets superimposed on the screen on launch.

No idea what I can do about that.

Hello! I think I’m misunderstanding how to configure the resolution for the filters. When I put the resolution pcsx2 runs the game at under Resolution_X and Resolution_Y for the preshader and CRT Guest Advanced, the image appears blurry. I would send a screenshot, but the image actually looks fine when I use the snipping tool

Use this (Res-O-Matic) to run PCSX2 in 4:3 and see if it looks better.

I’m unsure what happened but I used to be able to set Resolution X/Y at the top of the list of settings then set Resolution_X/Y at the bottom but the Resolution X/Y is just gone now. Setting just the setting at the bottom makes the image dance up and down. The setting is also gone in previous set ups, what kind of dumb mistake I’ve done?

Some games use an unusual native resolution and then ‘center’ their output, causing every pixel to be ‘halfway’ offset vertically. Crosscode is one of those games.

This means no matter if we use the correct native resolution of the game, it ends up looking vertically fuzzy because every scanline is halfway between two pixels. I’ve seen positioning issues in some other games that cause the CRT filters to not render correctly.

One fix would be to add an “Offset” value we can use, similar to what CRTGeomMOD does in GShade. So we input the resolution values, and then pick an offset if the scanlines need to start somewhere other than 0. So that we can line them up correctly.

It’s especially annoying on 1920x1200 screens (16:10), where I already have to use a 16:10 version of the resolution value.

3 Likes

Hi, thanks for porting this to ReShade

But why crt mask in ReShade is not the same as Retroarch? For example shadowMask=7.000000 in ReShade == shadowMask=6.000000 in retrorach, it’s confusing

I wonder if there are another option like this that I missed and messed up me preset

Updated the shaders to the latest (crt-guest-advanced-2024-03-27-release1) version!

CRT-Guest-ReShade

CRT-Guest-DX9

ReShade-Shaders

5 Likes

Just set Interlacing mode to 4 or 5 to fix the up and down flickering. Other then that the Resolution settings should work the same as the old version.

3 Likes

This is something I myself have wanted for this shader (an option for Even/Odd scanlines). You should msg @guest.r for this feature, as he’s the original creator of these shaders and I only just ported them to ReShade.

3 Likes

ReShade doesn’t like negative values for some settings and breaks. That’s why Shadow Mask was changed from (-1 to 13) in RetroArch to (0 to 14) in ReShade.

5 Likes

Hey i really like the reshade, but i’m running into an issue with it. I’m running Xenogears through Duckstation with the shaders after following this guide here

I should also note i’m on the steamdeck which might be causing problems?.

At first the game seems to be running well but certain moments or effects (i think?) seem to cause a white screen that can only be solved by quitting and resetting the game or deleting the shaders, the game is still running, it’s not a crash but the screen is pure white. I’m only using the two shaders from the vid but any idea on what might be causing it and if it’s fixable, i love how these shaders look.

Can you post the error logs here? Maybe then I will be able to help you.

Here’s a link to the duckstation log, i would’ve posted it directly or a set of screenshots but I’m a new user and it won’t let me post more then 1 image at a time. [https://e.pcloud.link/publink/show?code=XZwji9Zymtt1B0zsN0dGLTl9xInefLAaMFy]

I was messing around with it yesterday to test it and it’s not just Xenogears but other games, Crash Bandicoot 2 had a consistent white screen near the end of the first cutscene of the game. I assume it’s a steamdeck or linux issue as testing it on PC didn’t cause any problems. I did also notice that taking duckstation out of full screen mode seemed to not trigger the white screen, during the crash 2 intro at-least, I’ve not been able to test that with Xenogears yet. thanks for the help!.