Crt-Royale Kurozumi Edition Help


#141

Yeah the pictures are there. I didn’t notice them first. Sorry about that.


#142

For you guys that use this particular shader, what do you use in the case of games that are vertical like shoot 'em ups or pac-man, etc.?

I noticed it is trying to display the shader vertically, at least with Final Burn Alpha core… but it looks bad. Is there any way to tweak it to look good?

Or… what is the best shader for vertical games? Thanks


#143

I know it’s not exactly the answer to your question Phantasm but I don’t use Retroarch for arcade games, I use Mame with HLSL which looks really good. I love Kurozumis preset for all my console stuff though :slight_smile:


#144

That’s understandable and for the moment I am doing that with vertical games… but the tweaks to CRT-Royale that Kurozumi did look better than anything I’ve seen in HLSL. It’s more realistic on par with a Sony PVM/BVM CRT. HLSL is good, but I haven’t seen any HLSL settings as good as CRT-Royale. Unless I am missing some amazing HLSL settings? Right now I am using the default HLSL settings that come with 0.175 MAMEUIFX. They can be improved a bit, especially with color… but I don’t think it can get to CRT-Royale level. If you think I am wrong, feel free to show me some settings that are better than what I got. I’m always looking for improvements. Seems like HLSL lacks the tiny details that can be accomplished with CRT-Royale.


#145

I don’t know if HLSL can get as good as Kurozumis preset (probably not) but I do know the default settings are not very good at all. The settings I use I got from this video: https://www.youtube.com/watch?v=OKv30HpFC-k I like the settings quite a bit but they aren’t quite as good as Kurozumis. Try them out and see if they are close to something you find usable. I’m always on the look out for better HLSL settings now that I switched over from using GLSL.

Edit: After originally making this post I started digging around a bit looking at some other settings and videos (there aren’t many that cover recent HLSL settings). Some things that I found and were some of the same personal dislikes with the settings in the video linked is that the blacks aren’t black so the one settings I would immediately change is in the raster.ini file located in the “Mame/ini/presets” folder. In tat ini file look for “floor” and set all the values to 0.0. This will make all your blacks black again. There are other settings to tweak to personal taste but I do not want to hijack this thread with HLSL stuff. If you wish to PM about this further feel free to do so.


#146

I’m not using the default MAME HLSL settings, but rather the default MAMEUIFX ones. It’s different. They are better than the settings from the video you posted, IMO. Just download MAMEUIFX and grab the raster file as a base. Back on topic I do still want to know what CRT Royale people use for vertical games in RetroArch. There has to be something. Or… maybe there isn’t? I need the best vertical game CRT shader settings that you can get in RetroArch. I figured this would be the thread to ask, since this shader is the best for horizontal games. I’ll try some shaders out in the meantime and keep using standalone MAME for now.


#147

The MAME cores don’t rotate properly. FBA does, though, so if you run your vertical games through it, the normal shader should work. Otherwise, crt-pi-vertical.glsl is a good option, and I made a couple of simple scanline shaders that autorotate when the vertical res is greater than the horizontal res that I’d be happy to share if anyone is interested.


#148

Thanks for the info hunterk. I noticed that yesterday with MAME. I also have to use an 0.170 core with 0.175 romset because of other issues with the core’s resolution. I can’t win. For FBA vertical games with CRT-Royale it doesn’t look right for some reason. I guess CRT-Royale just doesn’t work with vertical. Doesn’t look like it, but do you know if it’s fixable by tweaking parameters? http://i.imgur.com/gmUz51E.png The crt-pi-vertical.glsl looks ok, if you turn interger scaling off. That can’t be the best option, though.


#149

The main issue with CRT shaders on vertical games is that the mask effects are generally dependent on standard LCD subpixel layout, and that isn’t something that carries over when rotated. This is why the autorotating shaders I made are just regular scanlines instead of mask effects, etc.


#150

Is there anything I should be doing extra/different on a 3440x1440 display?

I’m desperately trying to use the shader as it looks awesome on the screenshots (thanks for pointing it out to me Phantasm) but mine looks nothing like them, I’ve got kinda like vertical lines, especially on red areas.


#151

Here’s what I see:

EDIT: Look a the energy bar, there’s dark lines going dow, and on Ken’s Karategi.


#152

Yeah, that’s a broken mask effect. You can try fiddling with some of the related shader parameters to see if you can correct it.


#153

Thanks for that. I can only assume it’s something to do with my resolution (3440x1440)?

I’m at work at the moment but have you any idea which setting you’d try first IE the most likely suspect?


#154

Well, I fixed my issue after hours of testing (OK 2 minutes, it was second option I tried :p)

Change mask_sample_mode to 1 and voila, no more broken mask.

Hoorah!


#155

Did you try max triad size desired? I’m only guessing but maybe sightly increasing it would take away the lines you were seeing. Too much will change the way the shader looks though.


#156

I did try it at 1920 but that didn’t make a difference. I didn’t try 3440 tho.


#157

That’s mask num triads, it won’t do anything since specify mask num triads is set to 0. I was referring to “mask triad size desired”. I know it’s confusing the way they are labeled, lol. Anyway, with mask triad size I was speculating the size is what is screwed up of the mask with your resolution. But maybe what you changed with mask sample type is the fix. I really can’t tell much of a difference setting it from 0 to 1 with NES, Just a little bit in-between scanlines on certain colors. But I am on 1080p when this shader is suppose to look better on 1440p+


#158

Ah, sorry. I’ll have a quick go tonight. I didn’t really try many once I changed the sample mode but I’ll have a go :slight_smile:


#159

Hm, don’t know exactly, but for default settings i switched to specify num_triads=0 and mask_triad_size_desired=1.00 , to get it working with all various amounts of resolutions. This is the default setting for crt-royale-kurozumi since about mid of june (updated and reloaded shaders since then?). So theoretically it should work.

Mask_triad_size_desired set to 1 should be good for 1080p or 1200p, for 2160p i think 3 did look most natural (on that resolution you should be able to see the arpeture grille for a 900-1000 TV line monitor). But i do not have any expierence with a 1440p display.

That it breakes with vertical games, bugs me, too :frowning:


#160

Hi

Having issues loading the crt-royale Kurozumi .cgp preset. Using windows 10 with retroarch nightly 31/7/16. (Also tried most recent stable). No shaders seem to be listed / load. Below is my log. Any help would great!

RetroArch [INFO] :: Loading Cg meta-shader: C:\Program Files (x86)\RetroArch\shaders\shaders_cg\cgp\crt-royale-kurozumi.cgpRetroArch [INFO] :: Found #pragma parameter crt_gamma (crt_gamma) 2.500000 1.000000 5.000000 0.025000 RetroArch [INFO] :: Found #pragma parameter lcd_gamma (lcd_gamma) 2.200000 1.000000 5.000000 0.025000 RetroArch [INFO] :: Found #pragma parameter levels_contrast (levels_contrast) 1.000000 0.000000 4.000000 0.015625 RetroArch [INFO] :: Found #pragma parameter halation_weight (halation_weight) 0.000000 0.000000 1.000000 0.005000 RetroArch [INFO] :: Found #pragma parameter diffusion_weight (diffusion_weight) 0.075000 0.000000 1.000000 0.005000 RetroArch [INFO] :: Found #pragma parameter bloom_underestimate_levels (bloom_underestimate_levels) 0.800000 0.000000 5.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter bloom_excess (bloom_excess) 0.000000 0.000000 1.000000 0.005000 RetroArch [INFO] :: Found #pragma parameter beam_min_sigma (beam_min_sigma) 0.020000 0.005000 1.000000 0.005000 RetroArch [INFO] :: Found #pragma parameter beam_max_sigma (beam_max_sigma) 0.300000 0.005000 1.000000 0.005000 RetroArch [INFO] :: Found #pragma parameter beam_spot_power (beam_spot_power) 0.330000 0.010000 16.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter beam_min_shape (beam_min_shape) 2.000000 2.000000 32.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter beam_max_shape (beam_max_shape) 4.000000 2.000000 32.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter beam_shape_power (beam_shape_power) 0.250000 0.010000 16.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter beam_horiz_filter (beam_horiz_filter) 0.000000 0.000000 2.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter beam_horiz_sigma (beam_horiz_sigma) 0.350000 0.000000 0.670000 0.005000 RetroArch [INFO] :: Found #pragma parameter beam_horiz_linear_rgb_weight (beam_horiz_linear_rgb_weight) 1.000000 0.000000 1.000000 0.010000 RetroArch [INFO] :: Found #pragma parameter convergence_offset_x_r (convergence_offset_x_r) 0.000000 -4.000000 4.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter convergence_offset_x_g (convergence_offset_x_g) 0.000000 -4.000000 4.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter convergence_offset_x_b (convergence_offset_x_b) 0.000000 -4.000000 4.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter convergence_offset_y_r (convergence_offset_y_r) 0.000000 -2.000000 2.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter convergence_offset_y_g (convergence_offset_y_g) 0.000000 -2.000000 2.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter convergence_offset_y_b (convergence_offset_y_b) 0.000000 -2.000000 2.000000 0.050000 RetroArch [INFO] :: Found #pragma parameter mask_type (mask_type) 1.000000 0.000000 2.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter mask_sample_mode (mask_sample_mode_desired) 0.000000 0.000000 2.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter mask_specify_num_triads (mask_specify_num_triads) 0.000000 0.000000 1.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter mask_triad_size_desired (mask_triad_size_desired) 3.000000 1.000000 18.000000 0.125000 RetroArch [INFO] :: Found #pragma parameter mask_num_triads_desired (mask_num_triads_desired) 480.000000 342.000000 1920.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter aa_subpixel_r_offset_x (aa_subpixel_r_offset_x_runtime) -0.333333 -0.333333 0.333333 0.333333 RetroArch [INFO] :: Found #pragma parameter aa_subpixel_r_offset_y (aa_subpixel_r_offset_y_runtime) 0.000000 -0.333333 0.333333 0.333333 RetroArch [INFO] :: Found #pragma parameter antialias_cubic_sharpness (aa_cubic_c) 0.500000 0.000000 4.000000 0.015625 RetroArch [INFO] :: Found #pragma parameter antialias_gauss_sigma (aa_gauss_sigma) 0.500000 0.062500 1.000000 0.015625 RetroArch [INFO] :: Found #pragma parameter geom_mode (geom_mode_runtime) 0.000000 0.000000 3.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter geom_radius (geom_radius) 2.000000 0.160000 1024.000000 0.100000 RetroArch [INFO] :: Found #pragma parameter geom_view_dist (geom_view_dist) 2.000000 0.500000 1024.000000 0.250000 RetroArch [INFO] :: Found #pragma parameter geom_tilt_angle_x (geom_tilt_angle_x) 0.000000 -3.141593 3.141593 0.017453 RetroArch [INFO] :: Found #pragma parameter geom_tilt_angle_y (geom_tilt_angle_y) 0.000000 -3.141593 3.141593 0.017453 RetroArch [INFO] :: Found #pragma parameter geom_aspect_ratio_x (geom_aspect_ratio_x) 432.000000 1.000000 512.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter geom_aspect_ratio_y (geom_aspect_ratio_y) 329.000000 1.000000 512.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter geom_overscan_x (geom_overscan_x) 1.000000 0.003906 4.000000 0.003906 RetroArch [INFO] :: Found #pragma parameter geom_overscan_y (geom_overscan_y) 1.000000 0.003906 4.000000 0.003906 RetroArch [INFO] :: Found #pragma parameter border_size (border_size) 0.015000 0.000000 0.500000 0.005000 RetroArch [INFO] :: Found #pragma parameter border_darkness (border_darkness) 2.000000 0.000000 16.000000 0.062500 RetroArch [INFO] :: Found #pragma parameter border_compress (border_compress) 2.500000 1.000000 64.000000 0.062500 RetroArch [INFO] :: Found #pragma parameter interlace_bff (interlace_bff) 0.000000 0.000000 1.000000 1.000000 RetroArch [INFO] :: Found #pragma parameter interlace_1080i (interlace_1080i) 0.000000 0.000000 1.000000 1.000000 RetroArch [INFO] :: Loading Cg shader: “C:\Program Files (x86)\RetroArch\shaders\shaders_cg\cgp…/crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.cg”. RetroArch [INFO] :: Loading Cg shader: “C:\Program Files (x86)\RetroArch\shaders\shaders_cg\cgp…/crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.cg”. RetroArch [INFO] :: Loading Cg shader: “C:\Program Files (x86)\RetroArch\shaders\shaders_cg\cgp…/crt/shaders/crt-royale/src/crt-royale-bloom-approx.cg”. RetroArch [ERROR] :: CG error: The compile returned an error. RetroArch [ERROR] :: Fragment: (0) : error C6001: Temporary register limit of 32 exceeded; 42 registers needed to compile program