Looks amazing. Does it have screen curvature support ? Thanks for the link.
@John.Merrit
Sure does TroggleMonkey made sure to include pretty much anything you could ever want in a CRT shader.
@BlockABoots It is indeed incredibly slow, but there are a number of things you can do to greatly speed things up. He included a very informative readme that covers some of it: https://github.com/libretro/common-shad … README.TXT
The biggest improvement is probably to find the runtime settings you like, write them down, then open the shader in a text editor and hardcode those values, then comment out the runtime options.
Ah nice, the disabling Runtime shader parameters helps no end, thanks
Question regarding white text, the scanline just seem to disappear on white text, the text just seems to be over saturated, whats the best option to edit to tone this down slighty…
I know this is probably a dumb question, but how do you use this shader? I’ve tried loading the presets but after I select them nothing happens. Am I supposed to set each .cg pass individually? And if so, which ones do I use and which order do I set them up in? There are like 12 different .cg files!
Take the whole shader directory from here and replace yours. This shader calls different other shaders in various folders, so you need the whole identical thing.
Yeah, I downloaded the package from the link in Boulotaur2024’s post and it didn’t work, so I just tried replacing the shader directory and selecting the preset cgp’s still doesn’t do anything for some reason.
Found the curvature in the settings, looks good, not as crisp as my custom one I use from a mix.
CRT royale
CRT custom
@John.Merrit If you go into the shader’s options and get rid of the border darkening or whatever, it should make it sharp-edged like in your custom shot. I don’t recall if it has corner size adjustment, though.
@Chris102 If you’re using an intel GPU, the default setup runs out of registers and fails to load anything, not that it would run anywhere near fullspeed on one anyway. Make sure you have a beefy nvidia/amd GPU and are using the gl (rather than d3d) driver.
Yeah… I am using an Intel HD 4600. I didn’t expect it would run full speed, but I did want to test it out. I guess I’ll have to wait until I get a graphics card.
Thank you!
At an usual distance from the screen, this shader makes me think of an old inkjet color print more than a CRT screen. Guess I fell into the “subpixels emulation never look great on a modern screen” camp.
More visible scanlines and no grain isn’t what it is aimed at probably.
Hi all
I just want to say I’ve been awol from retroarch for a few months (been in cryptocurrency world!) but I want to say you all as a community have done some amazing stuff lately, I can’t even begin to sort through all the new shaders. It only improves even more on what I tried to do with my ntsc pack in attempting to emulate “real” crt tv’s instead of throwing a few black lines on the screen and calling it a day.
Hooefully we can continue and start branching off into mimicking old 70s washed out tvs for the Atari era for instance or having a Trinitron pack for cleaner, crisper graphics, make it as user friendly as possible so people can pick the style of look they want.
So have been playing around with the CRT-Royale Sharder Parameters (Menu) setting and have gotten them to a state that, to me, is more pleasing. I have only listed the settings i have change everything else is left as default, give them a go and see what you think…
CRT_Gamma 2.30 LCD_Gamma 2.00 Diffusion_Weight 0.25 Bloom_Underestimate_Levels 0.55 Bloom_excess 0.35 Beam_Max_Sigma 0.20 Beam_Max_Sharp 2.50 Beam_Sharp_Power 0.80 Border_size 0.00
Is there a way to stop the shimmering effect with this shader on N64 games, im guessing it because N64 games are 480i/480p res??
What internal resolution are you running at? Try it at 320x240 if you’re not using it already.
That indeed does stop the judder. Is there a way to run in 640x480 internal resolution with out the judder, as games that used the expansion pack were in a higher res?
I think you can turn off interlacing detection in the shader. FAKEDIT: ah, yes, from user-settings.h, line 225:
static const bool interlace_detect = true;
However, based on some googling, I don’t think N64 ever put out progressive video. Rather, it seems the expansion pack-enabled hi-res modes were all 480i, which would have the judder.
So, if you’re going for “maximum accuracy” or whatever, leave it at 320x240 and set it to 640x480 (with judder) for hi-res modes. If you just want it to look good, disable interlacing in the shader and crank it up to whatever your computer can handle.
OK thanks, shame that option isnt in the parameters options.
The judder effect you get if set to 640x480 is more extreme than what it would look like on a CRT TV, on CRT TV is is more of a frequency effect but in Retroarch the screen is literally shaking and looks wrong
EDIT: change the line…
static const bool interlace_detect = true;
to
static const bool interlace_detect = false;
but im still getting the shaking screen
Hmm. If that didn’t work, you could try going into src/crt-royale-scanlines-vertical-interlacing.cg and editing line 80 from:
OUT.il_step_multiple = float2(1.0, y_step);
to
OUT.il_step_multiple = float2(1.0, 1.0);
I’m not 100% sure, but I think that should force it to treat everything as progressive.
I tried what you suggested and i still got the same issue. I then changed the internal res to 800x600 and the problem went away!!
I also tried 640x360 and 720x576 but also got the screen judder, any ideas why these resolutions cause the judder yet 800x600 does not?
I would rather have 640x480 as it still has the scanlines and the CRT look, but going to 800x600 loses the CRT look altogether!
I got the same problem with interlace flickering and autor of shader helped me (he is very supportive), so basically go to crt-royale/user-settings.h and change “interlace_detect = false” Happy gaming