If you provide some details as to what you tried, maybe I can help you out.
Do you understand what I meant when I said you can reinstall the previous version of my preset pack?
If you try to do that the system is supposed to ask you if you want to overwrite any existing files with the same names.
You just have to say no and that should get the DREZ presets working again.
I recommend the newer DREZ preset though.
This really depends on what graphics card and display you’re using.
If your Graphics Card has 8GB or more VRAM, you should be able to do some upscaling without using the DREZ presets.
Also, if you’re using a 4K Display then I recommend trying my CyberLab Neo GX presets.
Other than that, just try all the presets with PSX in the names or read the full filenames and see which PSX presets seem interesting to you.
You can also browse through the posts and screenshots in this thread and see which presets look good to you.
If you have a 4K HDR Display (or just a bright display), I recommend you try my CyberLab Megatron NX Death To Pixels Shader Preset Pack. You can also give my CyberLab CRT-Royale Death To Pixels Shader Preset pack a try, unless you can’t live without the reflective bezels provided by the Mega Bezel Shader.
Lastly, if you wish to understand the capabilities of my preset packs a bit better, I suggest you read the entire first post of this thread at least once.
Soooooo, apparently my regular BSNES Core might have been inadvertently deleted at least a month ago and I didn’t realize it up now. So my latest SNES Near Field presets ended up being made for the BSNES 2014 Accuracy core.
When I tried them out using the regular BSNES, they looked more than just a tad blurry.
i watched at the path it looks of files why does [CyberLab Megatron Death To Pixels 4K HDR Shader this path shaders_slang/crt-guest-advanced-2024-02-29-release1 & not shaders/shaders_slang/crt
Guest.R updates his shaders quite often. Many times when this occurs, existing presets no longer look as intended so it’s a constant cat and mouse game.
With my original Sony Megatron Color Video Monitor shader preset pack, I asked users to install a specific version of CRT-GUEST-ADVANCED in its default installation folder.
The side effect of this is that if a user updates their shaders via the Online Updater, it will pull whatever version is the latest in the Repo which might replace the required version with a newer version thus possibly changing the way the presets look.
This new installation method solves all of that and makes things much more stable and consistent.
Hey, have only just stumbled across these amazing shaders for 4kHDR. I have been getting retroarch setup and running on AppleTV. Has anyone successfully got this pack running on AppleTV? From a fresh install went through the process of doing all the updates to generate the shader directories etc. Then followed retro-crisis YT for install. I did have to manually delete and replace files and create any directories that were missing because when you copy across to the Apple TV is seems to strip out directories and doesn’t overwrite files it makes a copy with (1) after it. Had a few goes and can’t seem to get it working. Can load other shaders. I was wondering if I needed to manually update a config file in text edit for it to play nicely. The retro-crisis video seems to make some assumptions about your current install and wonder if there are earlier packs etc I have to also install. Fingers crossed this works will be a game changer for AppleTV.
Greetings. I have no idea as no one has ever mentioned this to me.
Okay.
If you could somehow get your hands on a logfile and share it using pastebin that might help immensely in letting us know exactly where things are going wrong.
This is good. Which other shaders can you load?
What I share are mainly presets so if you can get the actual shaders to load (which my presets refer to) then you should be good to go.
It could be some path or filename issues for example the use of long paths and filenames or the use of spaces or case sensitivity that might be throwing a wrench into things.
Once you can get CRT-Guest-Advanced-NTSC, CRT-Royale (or Hyllian’s CRT-Royale Presets), Sony Megatron Color Video Monitor, Grade and/or Super-XBR stock Shaders or presets to load, you should be able to get my presets (which are just settings for these shaders) to load…eventually.
The RetroCrisis videos should be taken just as a visual guide to support what has been written in the readme.txt file or in the first post of this thread. Those text based installation instructions are pretty much all you need to follow and some instructions send the user to the installation and setup instructions of the various shaders themselves.
If the shader presets are giving you a headache and you would still like to enjoy my work, feel free to try my CyberLab Custom Blargg NTSC Video Filter Presets pack which is also available in the first post of this thread. This can be combined with even the most basic scanline and CRT Mask shaders available for some wonderful effects.
Other than that, once you have RetroArch installed then you might already have my 1st gen video filter presets installed in the Filters/Video folder (depending on the installation package).
These shader presets load fine even on my mid range Android phone so if your Apple TV is being fussy about paths and stuff maybe it’s more of an OS thing.
Thanks so much for getting back…I just did a fresh install trying to follow the readme and created a log. One point that I want to check…the read me asks to create a shaders_slang folder in the root of the retroarch folder to install crt-guest-advanced-2024-02-29-release1. I previously had been installing this into retroarch/shaders/shaders_slang…it didn’t seem to resolve it. Let me know if you can see anything in the log worth trying. Thank you!
Also in response to the shaders, I was loading shaders in the HDR directory and can get any of the “crt-sony-megatron-xxxx-hdr.slangp” shaders to load fine.
Hi there, so have been using the log now I know what I’m looking for and added as you’ve suggested, it then wanted an xbr directory that didn’t exist and a file which I had from one of the other packs.
It wanted this which I had from a pack and added
“…/shaders/shaders_slang/xbr/shaders/support/linearize.slang”
and this which I added
“…/shaders/shaders_slang/xbr/shaders/super-xbr/super-xbr-pass0.slang”
I’ve now got so far as the following error looking for “spline16-x.slang” which it is now asking for but don’t appear to have this file in any of the packs I’ve downloaded and my searching has turned up no results where I might find it. It feels like there is an install I’m missing.
Any ideas on what needs to be installed to solve the following?
[ERROR] [slang]: Failed to open shader file: “/private/var/mobile/Containers/Data/Application/5D7AD510-82CB-4511-BF2E-5268271AF7C8/Library/Caches/RetroArch/shaders/shaders_slang/xbr/shaders/support/spline16-x.slang”.
I’m glad you’re understanding how to use the log in order to see exactly what is happening behind the scenes.
From what you’re describing, it seems to me that you might need to use the Online Updater and update your Slang Shaders.
If the Apple TV is having some trouble pulling the updates and saving them in the correct folders then perhaps you might be able to use an Android, Windows or Linux device to use the Online Updater in order to get things in the right locations then just copy the correct Slang Folder structure to the Apple TV device.
Did you use the Online Updater to update your Slang Shaders? Also, there was a major reorganization of Shaders, presets and folders a few months ago, so it’s possible that your might not have the new folder structure if you haven’t updated.
By the way, what version of RetroArch are you using?
Hey @Cyber, it is 1.18 and I did run all the updates available with the retroarch updates menu including the slang shaders. It’s like the install is incomplete, I’ve deleted and done fresh install and updates a few times. The install is all controlled via Apple App Store, once it is installed you can access the install via your local network in a browser on computer to modify the install which is how I’ve installed the packs and some of the missing files we’ve been working through.
I progressed a bit further by installing Retroarch on my laptop and found those missing files, setup those directories…
This is now the current error.
[ERROR] [slang]: Texture name ‘PrePass’ not found in semantic map, Probably the texture name or pass alias is not defined in the preset (Non-semantic textures not supported yet)
[ERROR] [slang]: Failed to reflect SPIR-V. Resource usage is inconsistent with expectations.
One thing that’s really painful when you copy a folder to the Apple TV, it strips the folder structure and just copies all the files into the one directory. It’s really weird. You have to build the folder structure yourself and copy the files over folder at a time.
Hmmm…I’m tagging some folks who might be more knowledge in these aspects to take a look at this issue. It could be some sort of bug why certain shaders are not being downloaded when Online Updater is used to download your shaders.
Just by reading the error, this appears to be an error or omission in one of the preset files but not necessarily my shader Preset files. It could be in a shader that is being used. I doubt it’s coming from one of my presets. Can you try some other presets, for example the Near Field ones. Also, you can try my older Sony Megatron Color Video Monitor preset pack.
Also, you don’t actually require my Sony Megatron Color Video Monitor shader preset pack to take advantage of HDR, you can use any preset pack or shader preset, then enable HDR in RetroArch’s Video settings then adjust the Peak Luminance, Paperwhite Values and Contrast until it looks good on your display.
H i@Cyber
I have a question about ntsc filter. Is there any ntsc filter for Psx, or is it possible to create one?
I tried using this:
Blargg_SNES_Pseudo_PCE_PSX_SNES_COMPOSITE.filt
But I’m not sure if it works properly, the image is quite yellow.
I tried to combine this filter with shaders from Koko aio.
There really isn’t a need when there are so many NTSC Shaders and presets already.
The Blargg Video filters always tend to alter the colours slightly.
You’re using my first generation video filter presets. Why don’t you grab my CyberLab Custom Blargg NTSC Video Presets from the first post of this thread and try my third gen stuff?
Do note that Blargg video filters do not work with all cores and all games. It has something to do with colour formats.
I personally have not tested them much with PSX Games but others have and have demonstrated that they work.
They didn’t work with the games I tested using Beetle PSX but @RetroCrisis showed them running well in a video in which he used Beetle PSX-HW.
Neutrality in terms of Colour and Brightness was one if my goals for my third gen video filter preset so you can try them out and let me know how it went.
A picture or screenshot would help in me understanding what is the issue you’re experiencing.
Are you combining these with shaders? If so there are many shader presets which already have NTSC filtering built in so there’s no need to use an additional video filter.
Of course I have the latest version of CRT filters, I forgot to mention it. By the way, I think they are great, very good job.
So far, I use CRT filters for games on the Sega Genesis, SNES, and NES.
I noticed that a preset like:
Blargg_SNES_Pseudo_PCE_PSX_SNES_COMPOSITE.filt
Also works with PSX games (Swanstation core)
However, this yellow tint is quite visible in many games.
Sometimes the difference is very small, for example Castlevania Chronicle:
But other times, like here, Metal Gear Solid is already very visible. Moreover, this yellow tint makes the dithering even more visible.
Yes, I’m one person out of 100 who likes dithering on PSX, as long as it’s not so noticeable
As for shaders, it’s hard to find something for me. Too many of them have very agressive scanlines etc. So far, one of the few that I like is from koko aio (e.g. tv_pal_my_old).
Although the preset has the option to enable ntsc, it does not look the same as blargg filters.
Edit:
I also tested the Beetle psx hw. Both games run on the GL Core and Vulkan drivers. Whether the video filters were turned on or not, I didn’t notice any difference. They just don’t work with Beetle PSX.
I use windows 11.
I don’t doubt you. Perhaps @RetroCrisis might be able to verify at some point.
He showed off some PSX blending in a video and when I asked which core he used, he said he always uses Beetle PSX-HW.
Anyway, you might be able to mitigate that colour shift to the warm side might by adjusting the white point in your shader parameters more to the cool side. So by increasing it.
You can probably use some test patterns to assist. 240p Test Suite might come in handy.
I tried adjusting the Hue setting in the Blargg Filter parameters but it didn’t do what I wanted to so I just left that alone.
You can load almost any shader preset and easily lower the scanline intensity though. You can lower Sharpness, NTSC/GTU resolution as well if you prefer things to be less sharp.
Also choosing a finer sized Mask with all else being equal usually makes things softer.
Have you seen my Le’Sarsh_4K_Optimized presets or my latest Near Field presets though?
This may be a rookie question, but it looks like with the Cyber shaders, lower line resolutions (224, 240) result in much larger scanlines than higher line resolutions (440, 480). The scanlines essentially take up half the screen real estate, which is distracting on a large screen sitting close.
Is that accurate to how CRTs use to display 240 content? Was it inherently darker than 480 content because of that? Or is there a setting I may be missing in the shader config? Or am I just sitting too close to my monitor ?
Shader Presets, I wouldn’t want to take any credit for the excellent work of the shader developers.
To a large extent but remember the larger sized equivalent screens that we are accustomed to today were not as common back in the heyday of the CRT.
Plus many parents would have told their kids not to sit too close to the screen.
In general, the lower resolution of the CRT, the less pronounced the gaps between the scanlines and also the smaller the size of the screen the less noticeable the gaps between the scanlines would appear.
On large screen TVs displaying 224/240p content if you sat close enough you could definitely notice the scanlines and coarseness/more jaggies compared to a smaller screen.
No, because the makers of the consoles and computers which would have output this content would have known these things and calibrated the output of their machines accordingly.
Have you tried my new CyberLab Megatron NX Near Field presets?
This is exactly what I’ve done to create them.
You see, when I created the vast majority of my presets, I did so while sitting at a far viewing distance using a 55" TV. A lot can happen to the image by the time it reaches your eyes at that distance.
Things like edges that might seem harsh and jaggy might tend to blend by the time your eyes resolve what you’re looking at.
Colours and Brightness that might seem retina searing and loud might actually appear a little less intense but almost perfectly saturated at that distance as well.
Lastly, the effects that sell the CRT illusion, which for some might be the scanlines and the mask might be just visible enough to notice at that distance.
Then there’s the whole idea of an OLED TV’s infinite contrast, which might allow one to get away with a less bright image overall while still providing a stellar viewing experience.
The final and probably most determining factor in the reason why my presets generally looked the way they looked was this thing they call focus. Anything less sharp than what you see in those presets there and things looked like a blurry mess to me. Maybe it’s my eyes.
Within recent times I’ve changed my viewing setup so I can’t really enjoy most of my previous presets in the same way, so I’ve created these new Near Field Presets.
I did attempt to make some less harsh presets which I called Le’Sarsh_4K_Optimized. Have you tried them?
I also followed that with my “Fine” presets.
All of them are quite customizeable though so if you need assistance adjusting any of them that you might otherwise like, feel free to post an example and we can discuss what might need to be done.
The last thing I’ll say is that one of the trademarks of my presets is being able to go close to the screen and see the phosphors like one might have remembered on a real CRT.
Besides the loss of brightness due to the scanlines this further darkens the image considerably.
Traditional CRT Shaders have tricks which get things brighter but they always compromise the accuracy of the Mask or the Scanlines to achieve those results or should I say, they compromise the integrity of the Mask and Scanline effect because what I’m doing is not geared towards any type of reference level accuracy.
I don’t use too much of those tricks but there are limits to how high in can push the Post CRT Brightness or Gamma Correct because sooner or later the image will end up clipping.
The same goes for Saturation.
The good news is that HDR or pushing a bright SDR display to its brightness limits can mitigate some of these issues and this is the main reason why I have fully embraced the Sony Megatron Color Video Monitor shader.
However, RetroArch has HDR support built in and it’s a global effect that can be used with almost any other shader so that’s something that can be used to enhance my or other older, inherently, relatively darker shader presets provided your display hardware is up to the task and you can co figure it properly.
I’m working on a 42" HDR OLED (LG C2), on my desk, so about 12"-18" away.
I have your near-field on my box, but haven’t gotten them to load yet. Config issue I’ll work on tonight.
I’m working on SH1 on PSX. It’s a challenge because the geometry and textures are both potato, so scaling up breaks the immersion. But the art is also amazing, so trying to extract the most out of it at native res is a fun challenge.
In-game is 224 lines, while menu and map screens are both 480 lines.
Here’s a couple of examples of the scan line difference at 224 and 480 (I can’t recall the specific preset I was using here)
As an aside, I took one of your cybertron shaders, disabled scanlines, and then rotated the phosphors 90deg. The net effect is very mild horizontal scanlines (control wires from the trinitron?), which helps with prominent horizontal aliasing at 224, without having to upscale. Lighting is too dark, and it loses maybe too much detail, but the blend is phenomenal and it works great at near-field.