My 1080p Optimized presets use Mask 6 with Mask Layout 1 but that’s just to match my 1080p TV. I would think that there would be displays with a reverse subpixel layout which would require the Layout to be flipped to 0.
Since I did most of my development of my 1080p presets on a 4K TV, I have tested them at 4K as well and the results used to frequently rival that of my 4K_Optimized presets so much so that they could have been used as variations at 4K just fine. If doing that in my 4K TV, I would have to set the mask layout back to 0 for things to look right though.
My initial tests using RRGGBBX mask, (can’t remember the number in CRT-Guest Advance off hand) haven’t really given me much inspiration to delve deeper into experimentation.
I will see if I can revisit it again sometime, probably while setting my TV to RGB 4:4:4 (albeit at 30Hz) for academic purposes.
I found that mask to look a bit strange with the RGB plus an extra Black/Grey “phosphor” at the end when viewed up close. I believe I tested it at mask size 1 which would be equivalent to Mask 6 at 2 from a phosphor size standpoint, correct me if I’m wrong.
I don’t really want to compromise the RGB pattern when viewed close-up so RYCB and BW masks are also not really acceptable for my current purposes (with some possible exceptions though).
What result or improvement do you expect to see from the use of the RRGGBBX mask?
I felt that the characteristics of the display output (or rather how games looked or at least how I wanted games to look using different systems) could be further tweaked, refined and represented by the use of additional sub presets.
Take NES for example, in particular the Ninja Garden trilogy, if I spend time tweaking a generic preset that works well on SNES or Turbo Grafx 16 and attempt to use it for NES, I’ve found Ryu’s Gi to look very off, dark and the colours to be generally oversaturated.
So I wanted to independently tweak Gamma and saturation between consoles.
When looking at SNES compared to TG16, I found that the TG16 looks better with relatively sharper pixels. It’s possibly due to the fact that the games frequently used higher resolutions and did much more resolution switching than the SNES combined with the different pixel art style (with the TG16 games bridging the gap between the 3rd and 4th generation of video game consoles), the SNES’s “strange” stretching of the pixels, along with its vastly superior colour palette and transparency ability.
Then there’s the Sega Genesis, I absolutely love how Sega Genesis games can tolerate the relatively “dirty” output I’ve ended up with by using my custom Blargg filter settings in combination with my Shader Preset that sharpens the image to go along with it.
It does beautifully with the Sonic The Hedgehog Waterfalls and many other examples of dithering. It makes Genesis and 32X games like Mortal Kombat, Mortal Kombat II and Mega Turrican seem to appear like they have more colours than they did making them rival their SNES counterparts even more albeit at a cost of a cleaner, sharper looking output.
When comparing text of different games and systems using that same filter shader combination it’s almost as if Genesis games were made for that type of processing because text usually still ends up legible and smoothed at the edges but not blurry.
If the same settings are applied to a Super CD-ROM² game for example, you wouldn’t even be able to make out the text on the boot screen!
Things like the signs in Bonk’s Revenge can’t handle even the slightest amount of blur or halation. It just looks blurry and out of focus and can’t be unseen.
Using these Console Specific Presets has me turning on games and just watching and appreciating. They have definitely made me appreciate Sega Genesis games much more and I don’t see the 64 simultaneous colours on screen as the night and day, case closed disadvantage compared to the SNES that I did as a child.
Also, the dark, “dirty”, grungy look that I’m now getting from the Sega Genesis reminds me of the differences and characteristics I might have remembered when playing it at a friend’s house or even my own as a child.
There were some great Genesis games that I really enjoyed but there were so many with bad sound especially when compared to their SNES counterparts. I used to wish I was playing Super Street Fighter II on SNES when all I had available was the Genesis version as a teen for example and this was the case with many games.
The nice thing is that if that’s not their thing, users are free to use my old " Blending and Transparency" preset and they’ll get the clean, sharp RGB look with the MDAPT way of doing Sonic The Hedgehog Waterfalls.
Lastly, for whatever reason, when I last overhauled my colour and gamma settings I found that PSX Games now looked oversaturated when compared to the other consoles and the way things were before.
Also, my previous recommendations for PSX Games went something like PSX Games look great with either Composite Sharp with MDAPT turned off or Composite Pure with Scale FX turned on. That’s no longer necessary with my new dedicated preset.
I’ve also sought to address the slightly jarring resolution switching side effect that occurs when using integer scale, of the bezel snapping to the new resolution by switching to non-integer scale with a tweaked scale factor in order to keep moire to a minimum.
So you see, these new console specific presets give me more freedom to explore, characterized and customize while preserving and utilizing the foundations of what I’ve worked on before.
As for the user, all they have to do is choose NES for NES games, SNES for SNES games, Turbo Duo for Turbo Duo Games, Genesis for Genesis games e.t.c. and enjoy the same quality of experience that I enjoy, without having to know much if anything about shaders and scanlines except how to load them.
That’s my contribution to this community and world that has brought so much joy and happiness to me throughout the majority of my existence.