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

ok, now I know why, I didnt rest the default settings in the reshadePreset.ini :slight_smile:

so here the final update (for now) https://pastebin.com/Z3sSwiar

@Azurfel you can port the changes to your repo now, I also did some changes to make reshade closer to slang version

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that a RIP for the “Resolution_X” hack

now we only got Res-O-Matic and the Aspect Ratio options :slight_smile:

so maybe it’s time for someone (if not Azurfel) to update the other versions of CRT-Guest-Advanced reshade ports like HD and others

new update in https://github.com/Jobima1st/Jobima-Presets/tree/ManualUpdates and any new update will be there as usual

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Hiya. I’ve really been enjoying this reshade port of CRT Guest. For the past months I’ve been using Jobima’s port of the Guest_r’s 25-11-30-r1 release with Reshade 6.8.0 and tuning it to the max, primarily while playing the game “Noita”. Recently I’ve been trying the presets 8.24b and 8.25c version of the filter, but there seems to be a quirk, starting with 8.24, that prevents it from being usable for me: The brightness pulsates seemingly randomly while playing the game. It might be user error and I’ve tried to pinpoint the cause, but so far no luck. It happens with complete default settings for CRT guest and no other filters installed. I’ve recorded two instances where it is visible in the game:

Example video 1 - Title screen

Example video 2 - Gameplay

Another thing I’ve noticed is that Reshade v6.8.0 is logging the following on startup. Might be related and/or user error, I do not know.

D:\games\gog\Noita\reshade-shaders\Shaders\JobimaCRT_guest_advancedV825c.fx(3376, 1): error X3020: 'V__JoNTSC_T01': cannot sample from texture that is also used as render target in the same pass
D:\games\gog\Noita\reshade-shaders\Shaders\JobimaCRT_guest_advancedV825c.fx(3418, 1): error X3020: 'V__JBCrsh_T01': cannot sample from texture that is also used as render target in the same pass
D:\games\gog\Noita\reshade-shaders\Shaders\JobimaCRT_guest_advancedV825c.fx(3430, 1): error X3020: 'V__JoNTSC_T07': cannot sample from texture that is also used as render target in the same pass

did you tried

also from your video that seems has something to do the “crt-black_crush-koko” so try play with the fps settings and

that normal for the reshade port

and from the log you post seems you have more than one version of the same shader! and that bad in reshade! see here

@jhalfmoon If you want to have multiple versions of the same shader available, open the shader in a text editor and change the “technique” name to add the version number or something.

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@Azurfel just to let you know, I did many changes (aside from update to crt-guest-advanced-2026-10-29-release1 u1) in the reshade port, it’s even closer to upstream now, also it will be nice if you update other CRT-Guest-Advanced versions :slight_smile: even if I dont use them I think many people do

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change the “technique” name to add the version number or something.

@azerful Thanks for that tip! I was already doing that. Still, I noticed that when CRT guest versions jobima presets 8.24 and 8.25 are both in the shaders folders, with different technique names, reshade renders a sort of a bluescreen, or at least, it does not go well. Using either 8.24 or 8.25 with 25-11-30-r1 is just fine, and is what I currently use.

@Jobima I indeed used 8.25 with a completely ‘clean’ preset for the demo video and it was the only version of CRT guest installed in the shaders folder, so no other versions were in the folder. I fixed the pulsating brightness with the help of your tip: I set the “OriginalFPS” value from the default 60 to 100. Blackcrushing no longer seems to be done, but at least it no longer pulsates. Thank you!

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seems using 100 fps will disable it it! I did some changes (the new one is in the bottom)

the full shader https://pastebin.com/kTtt8iEJ so you can test

@kokoko3k what do you think?

I did update https://github.com/Jobima1st/ReShade-Shaders/blob/Community/Shaders/NTSC-Adaptive.fx since I port it to MagpieFX

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The pulsating effect may point to a problem in getting the correct average luminance of the scene, which in turn, may be due to erratic mipmap generations.

OriginalFPS is used just to counteract the fps frequency so that the apparent effect speed stay the same; making it manually higher would just slow it down.

But since I don’t know how Reshade works, I’m just speculating here, sorry.

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its more or less the same, sometimes I can see similar “pulsating effect” in retroarch too (The common factor is either 240p in widescreen or 480 and above.), so I think my changes can help in both

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I did an update and a fix for it https://pastebin.com/8ZRvV34i using last updates of https://github.com/libretro/slang-shaders/pull/980 plus crt-guest-advanced-2026-11-03-release1

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