I've ported Guest-Dr-Venom to ReShade!

Hi @DevilSingh, First of all thanks for all your efforts porting shaders to Reshade. Looks like crt-guest-advanced shader doesnt goes well with horisontal resolution - take a look at the screenshots below -

original image crt-guest-advanced with default settings Horizontal res x2 = 640

As you can see “press start” looks a bit off, do you have any clues how to fix this ? For you other shaders - crt-geom and crt-guest-venom doubling hres does the justice. Thanks again.

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Have you tried this? I forgot to add that note before when I first posted the shader here.

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Texure_Res_X = 640 Completely messed image for me. PS: I have a 1080p monitor.

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Can you post your preset here? So I can take a look.

I’ve finally solve it - forcing “reload preset” after making changes setting texture resolution does the trick.

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Each time I try a game with a different resolution I have to specify the Texture_Res which aren’t shown in Reshade.

In Reshade I click “edit global preprocessor definitions”, then “current preset”, then I add 2 entries for Texture_Res_X and Texture_Res_Y with the right resolution.

If this is done, then I can copy and drag my ReShadePreset.ini into another game folder and it will show me the Texture_Res entries in Reshade.

Alternately, you can edit your ReShadePreset.ini and add as the first line:

PreprocessorDefinitions=Texture_Res_X=426,Texture_Res_Y=240

or whichever values you need.
They’ll probably show up then.

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Weird it should look like this :

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Now it does. :man_shrugging:

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Record of Lodoss War -Deedlit in Wonder Labyrinth-

PreprocessorDefinitions=Texture_Res_X=640,Texture_Res_Y=360
[email protected]
[email protected]

[CRT-Guest-Advanced.fx]
addnoise=0.000000
beam_max=1.000000
beam_min=1.300000
beam_size=0.600000
bloom=0.000000
BLOOM=0.000000
brightboost1=2.100000
brightboost2=1.400000
bsize=6000.000000
CGWG=0.300000
cgwg=0.300000
csize=0.000000
deconbx=0.000000
deconby=0.000000
decongx=0.000000
decongy=0.000000
deconrx=0.000000
deconry=0.000000
decons=0.500000
deconsmooth=0.000000
double_slot=1.000000
ei_limit=2.000000
gamma_c=1.100001
GAMMA_IN=2.400000
GAMMA_OUT=2.400000
glow=0.000000
gsl=2.000000
halation=0.000000
h_sharp=3.600010
inter=400.000000
interm=0.000000
inters=0.000000
IOS=0.000000
iscan=0.200000
lsmooth=0.700000
maskDark=0.500000
maskLight=1.500000
masksize=1.000000
mask_gamma=2.400000
mclip=0.500000
mcut=1.100000
OS=0.000000
overscanY=0.000000
prescalex=1.000000
ResolutionX=640.000000
ResolutionY=360.000000
scanline1=6.000000
scanline2=32.000000
scans=0.600000
shadowMask=-1.000000
SIGMA_H=1.200000
SIGMA_V=1.200000
SIGMA_X=0.700000
SIGMA_Y=0.700000
SIZEH=6.000000
SIZEV=6.000000
SIZEX=4.000000
SIZEY=4.000000
slotmask=0.000000
slotms=1.000000
slotwidth=2.000000
smart_ei=0.000000
spike=0.000000
sth=0.200000
s_sharp=1.000000
TATE=0.000000
Texture_Res_X=640.000000
Texture_Res_Y=360.000000
vertmask=0.000000
warpX=0.000000
warpY=0.000000

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Is this the current version of Guest? As in V2?

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Yes. @guest.r changed the name from GDV2 to GDV-Advanced a while back.

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Just wanted to pop in and give a big thanks for porting this shader to Reshade. CRT Guest Dr Venom has been one of my favorite CRT shaders to date and now I can use it will all kinds of PC games that I wish to.

I can also combine it with 3dfx games, since 3dfx APIs such as nglide and dgvoodoo2 convert the calls to DirectX 11, which I then can combine with Reshade to add desired effects.

One interesting one, here are a couple of screenshots of POD Gold with dgvoodoo2, running with Reshade using CRT Guest Advanced. Menus are at 640x480 internal resolution with gameplay at 800x600.

I plan on testing this out with many different games I have on hand.

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I just wanted to leave a big Thanks for this great Shader !!! All Retro systems like PS1, PS1, Dreamcast, Gamecube etc. as well as Arcade etc. look absolut great with this shader when configured properly. I can sell my 31 and 15 khz CRT’s now and play everything on my OLED as it look really CRT’ish now and doesn’t leave much to be desired. Thank you !!!

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I think this looks pretty sweet:

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Some Color Mangler shaders I recently ported to ReShade!

GBA Color :

uniform float DarkenScreen <
	ui_type = "drag";
	ui_min = 0.0;
	ui_max = 2.0;
	ui_step = 0.05;
	ui_label = "Darken Screen";
> = 1.0;

#include "ReShade.fxh"

float4 GBAColorPS(float4 position:SV_Position,float2 texcoord:TEXCOORD):SV_Target
{
float4 screen=pow(tex2D(ReShade::BackBuffer,texcoord),2.2+DarkenScreen).rgba;
float4 avglum=0.5;
screen=lerp(screen,avglum,0.0);
float4x4 colour=float4x4(0.82,0.24,-0.06,0.0,0.125,0.665,0.21,0.0,0.195,0.075,0.73,0.0,0.0,0.0,0.0,1.0);
float4x4 adjust=float4x4(1.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,1.0,0.0,1.0,1.0,1.0,1.0);
colour=mul(colour,adjust);
screen=saturate(screen*0.94);
screen=mul(colour,screen);
return pow(screen,1.0/2.2);
}

technique GBAColor
{
pass
{
VertexShader=PostProcessVS;
PixelShader=GBAColorPS;
}
}

NDS Color :

uniform float DarkenScreen <
	ui_type = "drag";
	ui_min = 0.0;
	ui_max = 2.0;
	ui_step = 0.05;
	ui_label = "Darken Screen";
> = 0.0;

#include "ReShade.fxh"

float4 NDSColorPS(float4 position:SV_Position,float2 texcoord:TEXCOORD):SV_Target
{
float4 screen=pow(tex2D(ReShade::BackBuffer,texcoord),2.2+DarkenScreen).rgba;
float4 avglum=0.5;
screen=lerp(screen,avglum,0.0);
float4x4 colour=float4x4(0.815,0.215,-0.12,0.0,0.07,0.62,0.22,0.0,0.075,0.155,0.77,0.0,0.0,0.0,0.0,1.0);
float4x4 adjust=float4x4(1.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,1.0,0.0,1.0,1.0,1.0,1.0);
colour=mul(colour,adjust);
screen=saturate(screen*0.97);
screen=mul(colour,screen);
return pow(screen,1.0/2.2);
}

technique NDSColor
{
pass
{
VertexShader=PostProcessVS;
PixelShader=NDSColorPS;
}
}

PSP Color :

uniform float DarkenScreen <
	ui_type = "drag";
	ui_min = 0.0;
	ui_max = 2.0;
	ui_step = 0.05;
	ui_label = "Darken Screen";
> = 0.0;

#include "ReShade.fxh"

float4 PSPColorPS(float4 position:SV_Position,float2 texcoord:TEXCOORD):SV_Target
{
float4 screen=pow(tex2D(ReShade::BackBuffer,texcoord),2.2+DarkenScreen).rgba;
float4 avglum=0.5;
screen=lerp(screen,avglum,0.0);
float4x4 colour=float4x4(0.98,0.25,-0.18,0.0,0.04,0.795,0.165,0.0,0.01,0.01,0.98,0.0,0.0,0.0,0.0,1.0);
float4x4 adjust=float4x4(1.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,1.0,0.0,1.0,1.0,1.0,1.0);
colour=mul(colour,adjust);
screen=saturate(screen*1.0);
screen=mul(colour,screen);
return pow(screen,1.0/2.2);
}

technique PSPColor
{
pass
{
VertexShader=PostProcessVS;
PixelShader=PSPColorPS;
}
}
4 Likes

Hey I need some help using CRT-Guest-Advanced for ReShade with MAME Standalone. First, I made sure integer scaling was on and that I disabled ‘unevenstretch’.

Example: I want to play Marvel vs Capcom. The default resolution is 384x224. I know that it’s not 4:3 but it does get turned to this aspect.

What should I use for these options? My current screen is 1920x1200

Resolution x =

Resolution y =

.fx file definitions

x =

y =

I assumed both X would be 384 and both y would be 224 but I get scaling artifacts (crawling) if I try this and other settings cause blurring.

thanks.

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Can you post some screenshots?

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Here’s one example. Notice the blurring on Free Play

It’s difficult to show without motion.

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Oh, did you mean the integer scale option in MAME and not the one’s in the shader itself? As ReShade can’t get access to that unlike the RA version (hence also why there are parameters for ResolutionX and ResolutionY).

You need to play in your monitors full height of 1200p. For 4:3 width you have to run MAME at 1600x1200, you can try Res-O-Matic for that.

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I constantly switch between CRT-royale and dr Venom but the latter wins for lowres for sure. Any chance of porting the “hires” version by ‘guest.r’ to Reshade?

1 Like