I have a preset mostly ready and intending to release using koko-aio and grade to add in a gamutthingy LUT that is tailored to a Mitsubishi CRT from the late 80s to early 90s. Within the LUT generation settings, I have already accounted for the console modulator color angles and gains, the CRT’s demodulator color angles and gains, average phosphor coordinates I found from a research paper, color temperature, and CRT black, white and clamp-high levels. Therefore, I would like to avoid any shader parameter that may interfere with my custom LUT but also want a robust NTSC shader capable of handling the chroma period ratios. I’m struggling to find one that covers every console (at the very least, Atari 2600, NES through N64, Sega up to Saturn, and PlayStation) or can have the knobs be more modular to keep my LUT from being affected (at first at least). patchy-ntsc and the ntsc shader within crt-consumer appear to be the closest, but I need some assistance to get those working for my needs.
Scanline Classic is capable of pretty accurate composite video simulation, however I only provide all-in-one (AIO) presets, not an individual NTSC preset. So if you are interested in using only the composite video side and using a different CRT shader I can help walk you through that. You will need a separate preset per system if you want to be accurate because of how RA works. I have already figured out the timings for a bunch of popular systems, but notably not the Saturn (it’s a pain in the ass; give me some time for it).
There are two parts to the composite pipeline which is the system side and the display side. They are completely separable, and you can bypass color correction entirely for your LUT application.
The AIO’s minimum requirement is a GT 1030 video card. Limiting to the composite side only(and not using the RF shaders) should allow requirements to be very low. If you want to run this on something embedded I would trial one of the AIO presets to see how it runs using a fast core like Mesen or something.
Basically, trial it first to see if it can work for you and I can help you get it to work with whatever other shaders you want.
I’ll take a rain check. I have spent countless hours already on getting koko-aio exactly how I want it. So, I rather not take on another all-in-one shader.
Your timings for NTSC and Genesis look really good (Sonic 3D Blast is what pushed me to seek out another NTSC shader, even though I like koko’s simple NTSC-like implementation). I was hoping to see it with more of a clean capture look, but I could not figure out which parameters to adjust to make that happen.
Regardless, I’m definitely looking towards the direction of per-system presets. I’m using multiple LUTs to account for the different encoders used among consoles, and I know from lidnariq of the NesDev forums that NTSC chroma period ratios can differ a lot by or within systems like PlayStation. So, I’m hoping any lingering timing details (with NesDev as a potential resource) can be eventually applied to the shaders.
Lastly, I do want to note that I’m coming from the land of the multi-system emulator ares. So, my shader presets, for me, will be ultimately run through librashader using full OpenGL.