Using sharpsmother looks quite good:
The vanilla crt-super-xbr was updated and added to CRT folder of official libretro slang repo. So, just update your shaders to get.
I’ve managed to optimize the params:
Looking really, really good. Do you think it’s possible crt-super-xbr could work in conjunction with ambient-glow?
It’s sure a chalenge to combine it with ambient-glow. I’ll look if I find an easy way to do that.
EDIT: It worked! Though most masks don’t, so I had to change to mask12. And some options won’t work properly. I had to make a custom feedback and ambient-glow shaders.
Yesterday I derived some params that make the shaders work on 4k, though I don’t have 4k monitor available to test RA.
Preset to work on 4k displays (RGB):
#reference "shaders_slang/crt/crt-hyllian-sinc-glow.slangp"
BEAM_MIN_WIDTH = "0.660000"
BEAM_MAX_WIDTH = "0.920000"
COLOR_BOOST = "2.000000"
PHOSPHOR_LAYOUT = "9.000000"
MASK_INTENSITY = "1.000000"
BLOOM_STRENGTH = "0.300000"
If your display is BGR, just change PHOSPHOR_LAYOYT to “10.000000”.
This is how it looks:
This is now my default shader, thanks for taking the time!
Do you know why by activating ‘integer overscale’ in the shader options it makes the image big as it’s pushing 4k? My TV is 1080p.
As I said earlier, some options wouldn’t work as I didn’t test all. Anyway, for that particular case it was easy to fix. Try this new and tell me if it fix for you:
Working great now, thanks again Hyllian! The other options seem to be working OK, fine tuning scanlines, curvatures, brightness, etc.
Great! The only thing that there isn’t fix are the masks. Unfortunately it’s the last thing that should change or else artifacts will appear. I suggest turning off the masks.
That’s excellent, Hyllian. Excellent.
You can try using VSR (AMD) or DSR (nVidia).
Hello there.
Recently I tried the curvature ntsc variant of the hyllian shader. I like the shader, but I noticed some weird artifact when using it on the BSNES core at 1080p. At some points on the screen I see some black bars (see images for reference). I am using the latest shaders from the RA updater.
On this screenshot from Hagane you can see some clear black bars on the sides on the characters (near the hair for example).
On this TMNT shot you can see these black bars cleary on the white lines in the background. Do you have an idea how this could be fixed?
It looks like some ringing artifacts. As the crt shader is setting anti-ringing=1.0, I don’t know from where it’s comming. Dunno how to fix that.
One of the best shaders for sure. I have recently made a preset using hyllian 3D to get vertical games looking good on un-tated displays. It works well with horizontal stuff too, of course. It’s a little bit convoluted, using hyllian 3D and the masks from the img mod shader. It has to be hyllian 3D because of its very convenient ability to set the X/Y res, since in order to make it work I had to add a stock pass at increased resolutions (x3, x5, even x7, depending on the game, output resolution and performance target).
Here is an example of said preset, running at 1440p with mask number 5.
One man’s trash is another man’s treasure yes. I’d probably be disappointed if my presets didn’t have some sort of “artifacts”, slight interference, noise, deconvergence or any other quality or effect that recreates that analog warmth that analog imperfection tends to create.
Hi Hyllian, first of all thank you for your super XBR scaler which, coupled with your CRT shader or together with Guest CRT Advance shader manage to give an incredible result on a modest mini PC with a 1080p screen with very good performance. The problem occurs with games like Marvel Vs Capcom 2, where I see that the characters of the game are not interpolated during battles, at other times they are. The problem occurs when I use the HSM Potato GDV Advance Super XBR preset and your CRT Super XBR. Could you help me figure out what I’m doing wrong please? Thank you.
You’re not doing anything wrong. It’s just the nature of the way that game works, with mixed resolutions in a single scene.
xBR works by examining pixels and comparing them with their neighbors, but it can’t tell which ones are neighbors when they’re different sizes.
Thank you very much for your reply, are there any valid solutions or alternatives to overcome the problem? If I remember correctly Hyllian had created a version of Super XBR that could solve these mixed 3D and 2D situations, but I don’t know where he is and what his name is …
There are the super-*xbr-3d shaders, which can ignore up-rezzed polygons while smoothing out sprites, but I don’t think they work on MvC2 or CVS because their sprites are scaled oddly before they’re even composited with the high-res stuff. You could try them, though.
Forgive me, I found several inside the “XBR” - “PRESET” folder, and I’m not understanding anything about what they do and what differences they have. For example, on a native resolution with a game like Tekken 2 for PlayStation, which one should I use? And could I after loading the shader insert Hyllian or Guest CRT shaders to recreate what I saw with CRT Super XBR and HSM Potato Super XBR ? Heartfelt thanks for the help