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

That trigger setting is the vertical resolution at which interlacing will be activated. Those patterns are probably due to a scaling mismatch. On reshade, you need to configure the scaling of the shader manually. For most ps1 games, X axis should be the horizontal resolution of your screen (2560, 1920, etc) and Y axis 240. For 1080p:

PreprocessorDefinitions=Resolution_X=1920,Resolution_Y=240

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Just popped an update in the main Guest thread; but to be honest its probably more suited here given that its related to Reshade.

In any case; I don’t want to just dupe the post - but here’s a link: New CRT shader from Guest + CRT Guest Advanced updates

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thanks! and if you forget about

then this a reminder :slight_smile: it was ok for me so better to be added in the next update

I have an interesting issue in Chained Echoes which will be in part to do with the way the game works - but, with Guest-HD on in Reshade, the assets wobble when you move the character. I assume it’s something to do with how they have placed pixel art assets on top of their pixel art backgrounds. If you turn Guest-HD off, the assets don’t move and just look like part of the static background.

I’ve changed a bunch of settings to see if it makes a difference but so far the only thing stopping it is turning off the shader altogether.

This doesn’t occur with other shaders in Reshade like Hyllian, FakeLottes etc

Hey there… Maybe try to tweak with ā€œHigh Resolution Scanlineā€ set to 1, or ā€œInterlacedā€ OFF, as the wobble may be due to resolution downsizing or interlaced treshold res I guess.

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Thanks - I did try those but it hasn’t seemed to had an effect.

I definitely think it’s a scaling issue somewhere - I’m noticing diagonal lines are skewed when the shader is on. I’ll add example pictures later

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I guess there may be some dithering patterns in the pixel arts that could also cause some moire effects with the scanlines when they’re moved? I dont have the game so, yeah cant really help…

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Increasing the width resolution to the native of the screen helps with some of the distortion; the game runs at 640x360 and multiplies itself to 1920x1080; so going 1920x360 corrects some issues.

This is raw pixels:

This is with Guest and Reshade’s resolution set to 640x360 - notice the skewed diagonals on the top border; and the gold border on the side of the box at the bottom has been ā€˜overwritten’ with blue:

Changing Reshade to 1920x360 solves the border issue but the diagonals still aren’t perfect:

This doesn’t fix the wobbly assets but it’s not a huge issue; more a curiosity. It still looks great!

This is Guest-HD, Mask 10/Size 1/Zoom -1/Preserve Mask and Scanlines at 0.85

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Seems some pixels in the raw images are taller than squares, could indicate a native res that doesnt fit with an integer scale at 1080p. So yeah, diagonals looks already skewed in the raw image. Are you sure it’s 640x360?

That’s what PCGamingWiki says; otherwise I’m not sure how else I can find out…

EDIT: Reshade’s statistics say 640x360 when you set the window scaling in game to 1x

Yeah it’s weird, lots of non-square pixels in the raw image you posted.

Odd; they’re like a pixel-and-a-half in size. I think the game was made in Unity and I have heard it can produce some issues with pixel art. Oh well, nothing to be done! Applying CRT shaders/using actual CRTs for modern games is always going to be a bit of a crap shoot

I mean, the added grain and texture of the shader you added still makes it nice to look at… Maybe try to tweak the ā€œrolling scanlinesā€ parameter to see how it interacts with the wobble?

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I did update CRT-Guest-NTSC.fx to crt-guest-advanced-2025-11-30-release1 https://github.com/Jobima1st/CRT-Guest-ReShade (I also did add the Aspect Ratio changes that DevilSingh post before)

only CRT-Guest-NTSC.fx for now, maybe I will update the DX9 CRT-Guest-NTSC.fx later

to avoid wasting my efforts, I won’t update the rest. I made the update primarily for my personal use and not as a full replacement of DevilSingh port

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