The pictures don’t show a big difference. However, I did test the newer present on Snes and it showed a more clean separation in the text even though there is a lower ntsc resolution by a couple of decimals. I know the larger 320 games like mslug look different with the blur so this is win for me. I have only tested using those two systems so far.
UPDATE: Just realized the github has more presents.
The more I stare at Sonic’s eyes, the stranger it gets. Your second picture looks more more square rather than first one which looked more rectangular.
Here are some other images from crt pixels for comparison.
The shape is better and the spikes to the right of the waterfall look better in the newest version. I think the horizontal blurring is worse. For example, look at the ‘X’ in the left hand corner.
I diffed the two and I see the differences below. I don’t know a lot about the parameters below and how they affect the horizontal blur with ‘1).’, I believe being the prior 7.13 and ‘2).’, being 7.14. I would have thought the blur was the ntsc resolution but that wasn’t the case. I know there is little difference between 1.00 ~ 1.07 ntsc resolution.
Here is are some examples with 256 resolution based game.
The differences are more minor here. The most obvious differences between switching shaders in Retroarch was the ‘A’ in the bottom-left corner.
maybe you didnt have uptodate crt guest advanced?
anyway it’s not a game that made in the CRT TV era so it’s better to chose older game (better Official and not something like after market)
I do see that there is some pillar boxing on the left and right side in your picture. That should should be from a ntsc blargg filter. Either it is from the core option or the video filter.
it should act like real tv with 480i (you should use weave not bob with it, also sometimes TFF (Top-Field-First) and BFF (Bottom-Field-First) orders (at least in PS2 Core) are not aligned with the shader orders! pressing “P” to pause and then another “P” sometimes help in aligned both the core and the shader, maybe we need to make both Core and the Shader work in Fields instead of Frames to fix this problem? and it will save some bandwidth too)
so now you can use Jobima CRT Preset TV 480i V7 in any core as long as there are no scale, but it still not video compression friendly and there are other problems as I said here