CyberLab Death To Pixels Shader Preset Packs

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.

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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.

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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.

@hunterk, @Tatsuya79, @HyperspaceMadness, @Azurfel, @Hyllian hi folks, just bringing this to your attention to see if there might be something you can do to assist.

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.

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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 :slight_smile:

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.

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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?

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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 :joy:?

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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.

Thank you for the awesome response!

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)

480 (map screen)

224 (in-game)

The original pixels (widescreen hack). This is the brightness I’m aiming for. Tricky to get.


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.

Cyber,

Figured out why I couldn’t get the near field presets to load.

The presets reference “shaders_slang/xbr/…”

The current xbr location on a new RA install is: “shaders_slang/edge-smoothing/xbr/…”

I think it was this change here: Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469) · libretro/slang-shaders@259ff81 (github.com)

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I’m aware of the changes to the folder structure.

I never thought to check the paths to ensure that they were up to date.

This doesn’t even affect my previous gen shader presets.

I’ll update my paths as soon as I get a chance.

This could also be a factor in why @g5k and possibly others couldn’t get my presets to work at all.

Thanks for pointing this out.

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I’m curious as to why? How are you sure that this is the “correct” brightness?

Don’t you think that the devs of the game would have expected some brightness to be lost via scanlines or rather tested their game on a CRT with actual scanlines and adjusted the output of the game to suit?

Also, what preset is this you’re using? Have you delved into my CyberLab Neo-GX stuff?

There are many ways to achieve a brighter image using the shader parameters but since you’re using an HDR capable display, one of the easiest and best methods would be for you to simply enable HDR and follow the steps in one of my previous posts.

Thanks for your reply and suggestions. When it comes to shaders, there are many interesting ones and there is always something to choose from. However, what I care most about are image filters that can simulate specific “interference”, “artifacts”, “noise” - generated by the composite cable connected to the TV. Unfortunately, although I have tested various crt shaders, I have never found one that generated it as well as the blargg filters. Here’s an example of what I’m talking about:

Crt - composite image on the snes9x emulator with the blargg filter enabled. The image is very faithful to the real CRT TV. I know it’s probably not possible, it would be great to see such filters for PSX, C64 and Amiga one day.

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CRT-GUEST-ADVANCED-NTSC can do all of this arguably just as well as Blargg NTSC Video filters.

Makes me wonder what exactly you’ve tested, how long ago you tested and how many shader presets you tested. It also makes me wonder if you adjusted any if the “knobs” before coming to this conclusion.

I’ve seen this video before. It’s not really what I would consider reference quality probably due to the compression artifacts and low resolution.

Just remember things are always in motion in this field and there have been great strides in NTSC emulation over the past 12 months.

One of my few remaining issues with the Guest-CRT-Advanced-NTSC solution is some strange combing looking horizontal artifacts that I notice when things like the rainbow effect in Sega Genesis games are also present.

Can’t remember if that happens in real hardware but I’m not sure if it will be visible if I enable merge fields but then that wouldn’t be accurate to Sega Genesis.

I don’t think I’ve noticed it on the Blargg Genesis Composite Video Filter but the default setting used in Genesis Plus GX as well as Nestopia and Mesen has too much dot crawl for my taste.

I have so many NTSC presets, including entire line of CyberLab Neo-GX and CyberLab Megatron and Megatron NX presets and to me that type of look that you’ve described, isn’t as exclusive and elusive as you make it seem.

Also, there is not any single look or image that is representative of what a CRT looks like as they have a wide variety of characteristics depending on the make, model, type of tube, mask, resolution, calibration, age and more.

Example videos:

CyberLab Mega Bezel Death To Pixels Shader Preset Pack YouTube Playlist

This is what CyberLab Turbo Duo for Blargg + Blargg_NTSC_Turbo_Duo_SNES_PSX_S-Video_CyberLab_Special_Edition looks like!

CyberLab Turbo Duo for Blargg + Blargg_NTSC_Turbo_Duo_SNES_PSX_S-Video_CyberLab_Special_Edition

This is what CyberLab SNES looks like!

CyberLab SNES

This is what CyberLab Genesis for Blargg + Blargg_NTSC_Genesis_S-Video_CyberLab_Special_Edition looks like!

CyberLab Genesis for Blargg + Blargg_NTSC_Genesis_S-Video_CyberLab_Special_Edition

This is what CyberLab NES for Blargg + Core Blargg NTSC S-Video looks like!

CyberLab NES for Blargg + Core Blargg NTSC S-Video

CyberLab NES for Blargg + Core Blargg NTSC S-Video

CyberLab NES for Blargg + Core Blargg NTSC S-Video

CyberLab_Turbo_Duo_Composite_Slot_Mask_IV_OLED_NTSC + CFRS_Mega_TV

CyberLab_Turbo_Duo_S-Video_Slot_Mask_IV_OLED_NTSC_II + CFRS_Mini_TV

CRT-Guest Advanced Ladder Combing Artifacts

You can use MPC-HC, MX Player or VLC Player to view the videos.

Here’s a look at some of my latest presets!

CyberLab Ultimate Virtual Slot Mask CRT-1P2RTA

New Preset and System Recommendations

TVch34 Overlay

Plus

TVch34 Overlay + Mega Bezel

Sony Megatron Color Video Monitor YouTube Playlist

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No preset for this screenshot, just raw pixels from the emulator, with 32-bit rendering and no dithering.

Great question about developer brightness intent. It’s difficult to get a perfect gauge of brightness. In addition to raw pixels, I’ve been looking at (really rough) CRT captures to try to get a ballpark reference. I played this game a lot as a young man, so I’ve also got some (fuzzy) memory reference.

image

image

( Silent Hill (PS1) on a CRT (youtube.com))
Silent hill on CRT : silenthill (reddit.com)

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@keylimesoda Just use CyberLab Megatron NX 4K HDR Game PSX Composite Slot Mask Smooth Near Field.slangp or one of my PSX NTSC, Neo-GX PSX or CRT-Royale PSX presets and call it a day.

Be sure to calibrate your display brightness using the in game Options menu.

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Try those from Sonkun. They are perfectly sorted by Mask Type, Curved/Uncurved, Resolution and then by Cable type, PAL/NTSC and warmth.

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This 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)

Is very likely because your preset has been saved as a full preset, but then the shaders updated and are now expect different things to be in the preset.

For the future I would recommend saving your presets as simple presets which would avoid this issue.

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I don’t think that’s how developers did things. It would be impossible to account for all sorts of CRTs that way.

SDR was the standard so they mastered for 80-120 nits. Most CRTs can hit this brightness level.

And they obviously made their games with SD sets in mind considering their games were always 320px wide at best, not with higher resolution/TVL tubes in mind. Because what most consumers had at home were sets between 200 to 400 lines.

When retro devs say they accounted for scanlines they are referring to active scanlines and they are talking about stuff like color bleed(also known as the half dot technique by Japanese devs) for example used in arcade games like Mortal Kombat or Metal Slug where the devs would sometimes use particular CRTs to get the image they wanted.

Nobody actually wanted the blank scanlines in their games, they were considered an artifact, but at bigger screen sizes and sharper screens the blank scanlines were a lot more prominent but that was the trade-off for making say an Arcade game look more impressive via screen size.

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