Crt shaders questions

Hi,

So I just installed Retroarch seeing how easy and awesome the different shaders are. I’m going for the old crt look but I’m having problems.

  1. When I run crt-interlaced-halation it does not run full screen, see image.

  2. How can I run .cg shader like crt geom?

  3. What crt shader do you recommend?

Thanks.

p.s. I’m using d3d9 since gl crashes retroarch before it even loads.

Hmm. I’m not sure what’s up with that shader in your pic…

For running regular Cg shaders, go to the RGUI shader menu and where it says ‘shader passes 0,’ change that to a ‘1’ using the dpad, then move down to where it says ‘shader #0’ and press the A/confirm button and it should let you navigate to a Cg shader. The filter and scale options usually don’t matter for standalone Cg shaders, but if the output looks weird, you can try changing Linear to Nearest, or if you can’t get full speed, you can try setting a scale that is less than the the fullscreen scale (for example, setting HQ2x to a 2x scale will have better performance [and actually look better, too] than letting it try to run it at 4x or 5x or whatever your screen will fit).

Thanks. Easy(although crt geom doesn’t even come close to crt imo).

NOTE: whoops! meant to reply to this message and edited it instead :open_mouth: Sorry, man! -hunterk

regarding the crashing with open gl. there seems to be a bug in the newest official release, try the recent wip version (“RetroArch-Win64-2014-01-14.zip”) instead: https://www.dropbox.com/sh/91sakv0qdyxjx9f/cGOfV7ZOKd

maybe this will help with getting the pictuce scaled to fullscreen.

It depends on what you consider the defining aspects of a CRT. aliaspider’s GTU does a better job of handling the blurring/blending but doesn’t have any phosphor effects. The phosphorLUT shader I made does good phosphor/dot-mask effects, but it has (unreasonably) high GPU requirements and has some unfortunate color distortion.

Many aspects of CRTs–such as their negligible input latency and independence from “native resolutions”–are simply not possible or not practical to reproduce on modern displays.

Sp00kyFox- thx! gl now working and so is the crt-interlaced-halation, although, for master system games it won’t work well(screen is almost all black).

And another question, in the wip, why is the Detect Core feature missing and the Core are listed by dll and not by systems?

hunterk- I don’t have such specific demands, just looking for an overall childhood feel.

P.s. how do I turn on the GTU shader?

Here’s a version of aliaspider’s GTU that doesn’t work on my machine but may work on yours: https://interpolation-shaders.googlecod … 050_CG.zip You can see some screenshots here: http://imgur.com/a/Q66bl

I have an older version that does work on my machine somewhere but I’ll have to track it down. Let me know if you need it and I’ll look for it.

The ‘detect core’ and proper core names both come from the presence of *.info files. If you don’t have those, or they’re not in the right directory, neither thing works.

Thanks hunterk. (Seems like the GTU and the crt-interlaced-halation look 100% the same. check this: http://imgur.com/a/quv3x)

I do have the info dir and files. I got Retroarch from Sp00kyFox’s link. Is it not complete since it is wip?

Also, I’m having trouble with master system games with both GTU and crt-interlaced-halation. Here’s how it looks:

They don’t look the same at all. You’re sure you didn’t forget to click on “Apply Shader Changes”?

To make the Halation shader work in every game system you can do that at the bottom of the page. EDIT: forget it, not working for this shader! I assumed it was like crt-geomflat but it isn’t

There’s also this here to fix the black dot in the middle of the screen you can sometimes see.

Yup.

But I just noticed something. When I load GTU, it keep all the settings from the previous shader I used. So there’s a problem loading the .cgp only with this shader.

So for SMS I need to use another shader?

Strange for GTU, it’s working here from the same download.

Yeah I don’t have a solution for halation with SMS (should be the same with gba and GG if I remember well). You can use the settings of the crt-geom-flat I attached to this post, it’s working for all system as the deinterlaced feature (which is the one causing problems) is deactivated.

For GTU I don’t think that’s really different from crt-geom if you switch the linear interpolation in gamma off. Personally I love this feature and keep it on.

This is standard bilinear with scanlines / crt-geom with linear gamma filtering (same setting as in my zip file)

The zip is broken.

So I should just extract the file and load it manually(and just one pass?)?

Should be working now, don’t know what happened. Yes, just one pass with “Don’t care” for Size and Filter.

Working! thanks!

One last annoying question. How do I run .filter files?

I don’t think there’s any way to do it through RGUI, but you can enable it from cfg files (at least for now). I think they’re planning to remove them at some point because there are shaders that look as good as all of the filters now, only without the added CPU load.

I think the advantage is that you can use them in conjecture with shaders.

I’m wanting to use Blargg’s NTSC-RGB. There’s an NTSC shader, but the rgb filter is of higher quality(I think that the NTSC shaders emulates composite).

p.s. how can I define a specific filter in the cfg?

I believe it’s

video_filter = "/path/to/filter.filter"

It is. This line is not available unless you add it to the cfg apparently.

I know I probably am in the minority when I say this and I do use shaders on my more capable rigs but I have found CPU filters to be an excellent compromise on older laptops with Core 2 Duo Mobile laptops with Crestline graphics (i965 with GMA X3100).

Filters are the only way I can get NTSC colors and coupled with the basic scanline shader or quilez (the only thing these chips can handle), even Bsnes Balanced works flawlessly.

So unless it is a pain to maintain or represent code bloat, I’d love to see the filters remain, even if undocumented!

Has .filter support dropped in latest version? I can’t seem to load it. Tanuki, did you make it work through .cgp?

From my personal experience I never liked processes run on GPU, it’s the kind of things that make your screen flash, create hiccups on the image, or give you incompatibility issues. CPU has always been rock solid on.