@Forscythe : The thing is, Mask_triad_size_desired scales with the resolution itself. That’s what makes it a little bit tricky to make it look nice for everyone. So f.e. if you have a resolution of 800x600 a value of 3 would look way coarser as the same value on 1080p. On 1440p a value of 3 would give a again a higher TV line look than on 1080p, that goes on and on with the resolutions.
So the BVMs have a pretty high TV line count (the vertical mask pitch/subpixel lines), about 900 or 1000+ (Consumer TVs of the late 80s / 90s had 480, or later 600 tv lines), which makes a good aperture grille emulation almost impossible until you get pretty high resolutions, in this case 2160p or more.
The standard value of 1 is absolutely fine, even at 4k, but the most accurate one would be a value of 3 at that resolution. Especially on a pretty big 4kTV you would recognize the difference, on a 75inch TV it looks like this:
If you look closely you can see each scanline is made out of tiny little vertical lines, if you had a value of 1, you wouldn’t see it.
That’s why i wrote wayback , on less then 4k i would use a value of 1, on 4k or more i would use 3 .
As for the convergence, the values that are in the shader should be pretty accurate. Every BVM i’ve seen, even if it was tweaked and calibrated to death, never had the 100% perfect convergence. The “signature thing” going on the BVMs (the ones i’ve seen; and macro screenshots often tell the same) if something white on 240p is displayed you almost always have a slightly green top and a magenta bottom, even if the convergence otherwise is spot on. The values that are in there will give you that.
It’s the same thing with diffusion and halation, the 1000 line 16:9 one doesn’t have much of it, but if you don’t turn it on at all, it makes the shader look artificial…
It’s kinda a bit tricky to make it really “right”, and please everyone.
But in the end, hey, you gotta have fun, so edit it to your liking
@c9f5fdda06 (and maybe @hunterk ): I tried every renderer with every shaderversion i could. It has to be the combination of OpenGL and GLSL i guess, because if i recall correctly the slang version and the glsl version should be always the same. So if it breaks on slang, it should break on glsl, too.
The thing is, the only renderer i could choose the glsl version is gl, otherwise the shader file would not show, if i want to load it. But on all renderers the slang version works fine, that’s why i’m assuming what i’ve stated before, and why i think there’s something different going on.
I tried it with the regular royale, it’s broken too, you didn’t see it if you tried it, i know, but it seems it’s not the sample mode itself, it’s the halation weight. On regular Royale it’s off (if you turn it on one click, the same bug instantly appears), and what’s really weird about it, the bug scales vertically up and down with the TV lines you choose.
As far as a workaround for now, if i would be stuck on opengl, i would choose the cg version for now, or turn the halation value down to zero on your machine.
My problem honestly is, i always try to help, if i can, and i could fix it sometimes or create workaround settings (when glsl and slang didn’t work right at all), but for the really weird stuff, @hunterk was “the hero”.
I’ll run some more tests, but at the moment i guess we search a needle in the haystack