CyberLab Death To Pixels Shader Preset Packs

Hey there, I’ve been using these shaders and theyre great, but I have one question. It’s kind of hard to explain, hopefully I can explain it properly.

I spent some time (specificlly on the castlevaina: sotn on psx) making sure I was getting a pefect pixel aspect ratio without ANY stretching/ resizing. So I ended up with interger scaling on x and y, and unncorrected aspect ratio in beetle PSX. My logic was that I want each pixel rendered from the game to line up perfectly with a “pixel” on the crt filter

(ignore the colors, its just to show that they are seperate pixels)

But last night I was thinking, because the crt “pixels” are actually just the (virtual) slot mask, is it actually more accurate to ignore interger scaling and simply force 4:3 aspect ratio into the crt filter, similar to the way a crt projects an analog image onto the slot mask?

Hopefully this makes sense, let me know if I can explain it better.

edit/

basiclly, which of these is more accurate? And does scaling the height to the full 1440p mess with the crt grid at all?

https://imgur.com/a/8P7An4Q

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CRT screens don’t have pixels. The number of phosphors on a CRT is fixed, yet CRT screens can display multiple resolutions.

What would work to have the phosphor triads be better aligned with the pixels in graphics is to use a higher TVL CRT Mask.

I don’t think a CRT projects an image onto the mask in a similar manner to how most CRT Shaders scale an image and handle things like OverScan and aspect ratio.

Integer scale tends to provide better looking scanlines and lowers the chance of and occurance of moire patterns.

I really can’t say.

If it’s a non-Integer Scale it can definitely mess with the scanlines.

@1112e I hope my response was worthy enough for your question. I think this is an important yet often overlooked or should I say slightly under appreciated aspect of CRT emulation that probably deserves its own thread.

I think the best way to go about this would be to have a real representative CRT to use for comparison but even something like this can provide skewed results due to geometry adjustments. The reason I say this is because who is to say that every game on every console is supposed to have perfect circles everywhere or would have when viewed on original hardware and a CRT?

This topic is extremely important for correct rendering of things like power bars in many Super Nintendo games, for example Super Double Dragon, Final Fantasy Mystic Quest and the Pow meter in Samurai Showdown.

It’s important to get it right for the audio channel level indicators in the sound test menu of Ninja Spirit for TurboGrafx-16.

Also, many arcade games, for example several Neo Geo Fighting Games as well as several Mortal Kombat sequels have some transparency effects that get messed up if the scaling/aspect ratio is even slightly off.

So do keep up what you’re doing but perhaps this question should be posed to a wider audience who might have much more knowledge of the topic than myself. Remember I don’t even make Shaders, I make presets for shaders. There’s a vast difference.

Next thing I would add is do some research and take a look at @Nesguy’s CRT Shader Presets, they probably never end up outside the pixel boundaries but like I mentioned before, that’s probably due to the higher TVL that he uses.

If you’re on a 1440p screen, one easy way to access higher TVL presets is to use my 1080p Optimized Presets.

Also, in my CRT Royale Preset Pack this is something that I kinda focused on to try to avoid so you should see things being better aligned in that pack. I don’t have any 1440p specific presets in that pack but you can try the 1080p ones or you can also try the 4K ones and just adjust the Desired Triad Size until they look good to you on your 1440p screen.

You can also give Hyllian’s Shader Preset Pack a try.

But to reiterate what I said earlier there’s a big difference between what happens on a real CRT when it comes to aspect ratio than when you’re using Mega Bezel for example and you start cropping Overscan because CRT+Real hardware accurate Overscan and aspect ratio is just not built-in to the front end, shaders or emulator cores as yet.

If it is, I don’t know how to set it up. Some say, just use Core Provided, Some say just set it to 4:3. If using Mega Bezel you’re supposed to set it to Full in the RetroArch Video Scaling menu so that it can be handled by and adjusted via the Mega Bezel Shader Parameters.

I don’t think that gives proper aspect ratios all the time if any at all though because there’s still a lot of video information that gets rendered on the viewport that would otherwise not be rendered on real hardware. So that would probably skew the aspect ratio and then if we decide to manually crop it off, it would skew the aspect ratio again.

The fact that we need per game cropping settings says that something is still missing. We never had to worry about that with CRTs and real hardware. We just plugged and we played. Whatever the result was in those scenarios would be the most accurate results and I think it’s a bit convoluted at the moment to achieve something that should be so simple.

Lastly, just adding this here because I don’t want it lost but I do remember a user who posted that they weren’t satisfied with the aspect ratio they were getting by default on Mega Bezel in SNES games if I recall correctly. They came up with a custom aspect ratio that worked better and was more accurate to them.

Up to now, I can’t get the exact, accurate, correct, proper aspect ratio for Mortal Kombat arcade game sequels, Neo Geo Fighting Games and many more which go overlooked because there may not be as glaring issues.

If anyone knows feel free to direct me.

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This is the the main cause of the problem, as this game outputs different resolutions for gameplay, menus, title screen, and even the file select screen. https://imgur.com/a/jyIvf7C

Here I was refering basicly to how the mask part of the shader is on top of the game image, if that makes sense.

So what I’m thinking here is vertical interger scale (ShortAxis in the shader prefs) on as to maintain scan lines, then non-int scaling on horizontal so that it is forced to 4:3 like a CRT would do.

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I think that’s how most of my presets are configured.

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I ended up leaving it uncorrected in the emulator settings and letting the shader do all the scaling, forcing 4:3. I figured it may be “imperfect” but so were many displays back then, and the fact the game isn’t one consistent resolution. Most importantly, it lets me just forget about it and enjoy the game.

Heres how that looks up close

Thanks for the insight, this seems just like the situation with SNES titles where its unclear what the “correct” aspect ratio is

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Thanks for this.

These look like LG 4K WOLED Panel subpixels. If I’m correct, you should be using Mask Layout 1 if you want the phosphors of the CRT Shader to be perfectly aligned with the Subpixels of the display. That’s why I have some presets named, “…IV OLED”. They already have the correct mask layout applied.

Also “IV OLED” doesn’t mean that those presets are for OLED TVs only. It just means with other displays you have to do your research and make sure you use the correct Mask Layout for your display.

My Neo-GX presets already have the correct layout for LG WOLED TVs.

I just try to setup my presets so that games look good enough for me.

LG is right but its actually a 1440 ips panel. This is with crt mask 10, as set in the psx 1440p preset.

Are you seeing something wrong with how it is displayed there, or are you just saying if i wanted it to be “perfect” professional monitor level crt?

Okay.

Don’t mind this. The only reason I wasn’t 100% sure was because the photo wasn’t very clear. Too much exposure or ISO and there was some colour shift in the bright areas. If you have a camera that can do manual or pro mode you can try using 1/60 shutter speed, a low ISO between 100 and 250 and manual focus in order to capture the phosphor colours in the bright areas.

Also make sure the camera is stable and the room is preferrably dark.

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If you want accurate aspect ratio to PSX output check https://pineight.com/mw/page/Dot_clock_rates.xhtml

SOTN is a 256px wide game and the PSX uses the same PAR as SNES for this 256 x (8/7) = 292.something pixels wide when translated to 1:1(Square) pixels There is a way to get proper aspect output by doing 256 x 8 and 224 x 7(which yields 2048x1568) or 240 x 7(1680)

The display aspect ratio is 1.306:1(the real number is 1.30612244898 or even highr) The guys(guys like Wobbling Pixels or FirebrandX) who do settings for the RetroTink 4k or the Mister FPGA typically sample to the closest resolution to 4K/1440p/1080p they can and use Sharp Bilinear to prevent shimmering. While with 4K you can do 2048x1568/1680(for SNES at least)that means you have a ton of pixels being wasted.

While you uploaded an image indicating 366 pixels wide for the Menus that may just be the emulator cropping from 384px This list says that SOTN uses 256px(PAR 8:7) for gameplay with 240 vertical resolution, 320px(PAR 32:35) for the intro, 512px(PAR 4:7) for the Main Menu/Scenes and 384px(PAR 4:5) for the file select and inventory.

If I were to venture a guess the file select could either be 366, 368 or 384. But I can’t find any info on the PAR of 366px and 368px modes. Maybe they are out there somewhere but I can’t be bothered to find them.

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What settings do you recommend for your CyberLab Megatron NX Death To Pixels 4K HDR Shader Preset Pack at 1440p? The one I used in CyberLab Megatron Death To Pixels 4K HDR Shader Preset Pack doesn’t give me good results. Thanks ^^

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You can try the suggestions in the following posts. Other than that you can try each combination of CRT Resolution (TVL) parameters and Display’s Resolution parameters until you get something that resembles what you want.

You also have to ensure that you change the Display’s Subpixel Layout to what’s appropriate for your screen.

Lastly, look carefully at the way the scanlines intersect the mask to ensure that the choices you’ve made result in evenly spaced scanlines and mask without any strange moire patterns.

Also, it might help if you posted a photo of what you’re seeing on your screen as that might assist in troubleshooting and improvement of the shader.

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Dear Cyberlab; thank you for all your hard work.

What is the best TV/Monitor for these shaders? Specifically the HDR ones.

Thank you.

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Hi @cyber - now that I have a worthy PC to enjoy the delights of RetroGaming, I wanted to take a look at your work: starting from the assumption that I use the “smooth-adv” presets with the Mega Bezels (they’re like chocolate, I can’t make them less), and I use a 1080p monitor, which of your presets is best suited to my needs? Thank you very much for your help.

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You’re welcome.

I really don’t have a specific answer to this one.

I can give you an idea of the type of specifications that should give a good experience.

Sony Megatron Color Video Monitor recommends an HDR600 or better display with HDR1000 being the recommended choice. This gives the headroom to do things like BFI, which should improve motion clarity provided that you have a display that can do at least 120Hz.

240Hz would be even better.

4K resolution of course.

Since these were designed and tested on an LG WOLED display, they should look great on any display that uses that technology.

However, they also tend to look great on bright LG IPS Displays.

The creator of the Sony Megatron Color Video Monitor used an Eve Spectrum initially, then later switched to a Samsung OLED TV. He seems to be having a time with it.

He also really likes the way the shader looks on his cellphone screen.

Then there’s @Nesguy, who recently bought one of those KTC mini led displays and is having a lot of fun.

The local dimming doesn’t seem to play nice with the shaders though.

Other than that I’ve recently began to notice some image retention possibly due to scanlintheand heavy use of HDR CRT Shaders.

Since Sony Megatron Color Video Monitor is the main shader behind my CyberLab Megatron Death To Pixels Shader Preset Pack, I think a display which meets or exceeds the recommended specs should be fine.

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I really can’t say with any kind of certainty. I’m a bit removed from my Mega Bezel Shader Preset Pack (at the moment) but it’s already a curated catalogue so just jump right in. Go into the 1080p Optimized folder, then choose which type of TV technology you like, if it’s Aperture Grille or Slot Mask, try different console specific presets as well as non console specific presets and see which you like.

Different users like different things so I can’t say which specific presets would click with you and which ones won’t, especially when there’s so much variety in the pack.

Do remember to adjust the Mask Layout to suit your Display’s Subpixel Layout.

Also, it’s important to pay close attention to the filenames as they give cues as to whether a preset has been tuned to work together with a Blargg Video Filter preset which can either be enabled from the Core Options or from the Settings–> Video–> Filters menu.

If you use those but don’t load the Video Filters, they may not look as intended.

Feel free to ask any follow up questions.

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This is a nice look to shoot for:

https://www.reddit.com/r/crtgaming/s/YAGZLE75RA

Hello first thank you for all the great work with these presets the little I’ve been able to test is very very successful very cool. Thanks

Now to my question if anyone can and want to answer and help of course. It would be appreciated because I’m starting to go bald.

I have managed to install the shaders as shown in both the guide and the video tutorial. I have installed

CyberLab Mega Bezel Death To Pixels Shader Preset Pack v1.14.0 CyberLab Custom Blargg NTSC Video Filter Presets (20230903) Mega Bezel v1.17.1

The shaders in general and as far as I have been able to check they load except for the DREZ I get failed to apply shader preset in all of them.

My question is do I have to install something else to make the Drez load or some specific version of Mega Bezel? I have already tried with Mega Bezel v1.14. And the problem persists.

Any idea what could be the cause? configuration or something, I would appreciate the help if someone would be so kind. TIA

You’re welcome.

You really should be using Mega Bezel v1.14.0 with these presets if you want them to look.as intended, especially the ones which utilize NTSC effects via the shader instead of via Blargg NTSC Video Filter Presets.

Well seeing that there are multiple DREZ presets spread across different folders of presets which have been optimized for different resolutions as well as system configurations, it would be a great help if you could state exactly which DREZ presets in which folders you have tried that didn’t work for you. So you can include the entire path or a partial part for privacy purposes and the full name of the DREZ preset.

That will enable me to test the specific preset(s) that is(are) not working for you.

Another thing that might help a lot is if you use pastebin and share a log.

What OS are you using by the way?

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Hi Cyber, thanks for the reply and help and sorry for not answering sooner. I wanted to do some tests to be sure that everything is correctly installed.

I followed your advice to install Mega Bezel 1.14.0. I downloaded it from here.

I hope it is allowed to post links, otherwise I will remove it.

The installation is as follows, F:/LaunchBox/Emulators/RetroArch/shaders/shaders_slang/bezel/Mega_Bezel

I still have the same problem, I can say for sure that all the presets work perfectly except the DREZ and I mean all the Drez.

That is very rare because the rest works incredibly well and very happy with the results of the presets are fantastic.

Regarding the OP system I use Win10.

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Hey, I talked to you in reddit DMs about your 4k HDR shader. So I want to ask you and mentioned it here.

I love your shader, its really great. but I am having issue with brightness on my LG C1.

I set the hdr luminance and paperwhite luminance, but it is still too dark. any attempt to increase the brightness will cause the colors to be washed out or loosing details.

is there any particular parameters that could help with the brightness ?

thanks.

one thing to note is that I turned off local dimming so it shouldn’t cause any issue.

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