New CRT shader from Guest + CRT Guest Advanced updates

Good news that it seems to work for you. Whatever I do, I’m getting the mentioned artifacts.

I copied latest guest folder, I reloaded your default guest-advanced preset, put red deconvergence to some and I’m getting the strange ghosting.

Could you do your default setting, move red deconvergence to a plus value and share the image?

And/or share the setting that I can apply to see whether it’s the same for me. Maybe an AMD/Nvidia thing?

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Naa, it’s probably some setting with colors in the pre-shaders, like colorspace alteration. If the color red gets some other components mixed in it, then the deconvergence process will separate it on the grid. But it’s probably unavoidable even with the simplest straightforward deconvergence method.

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Mmm, there seems to be only one specific strength setting at which the artifacts don’t appear, which is at about strenght 1.40 (not honed in, because step value is 0.10).

Maybe the below testimage and settings are useful to see. Below are testimage and then shader output result at strength 1.40 (no artifacts), then strength 0.50 and 4.0 (artifacts)

When not knowing about this it may be challenging for the more casual user to configure the deconvergence.

testimage

Convergence-test3

if you deconverge red, green and blue such that the bottom square layers/stacks red, green blue with max offset, then at strength 1.40 there are minimal to no artifacts:

then same deconvergence setting but strength 0.5 (ghosting artifact)

then strength 4.0 brightness is blown up. and single red (top) and single blue square (third) have an artifact in the upper right and lower left corner.

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It’s the nature of implementation. Obviously different deconvergence strengths shouldn’t produce the same result and i don’t see a problem here, especially with non-test pattern situations. Similar it’s odd to complain about different mask strengths etc. If you suggest some adjustment to avoid accumulation, then it’s viable. Starting deconvergence strength at low values is quite normal though, if someone doesn’t like it can be changed.

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If you’re ok with it I’m ok with it.

Another thing I noticed which you already hinted at is the color profile stuff. In some situations even with “optimal” strength setting there is some deconvergence ghosting. If I then change color profile from “0” to “-1” the ghosting on the deconvergence is gone. This happens for example with the green ghosting on red in the 240p grid picture I posted earlier. So as far as I can tell both the deconvergence strength setting and color profile other than “-1” may affect the deconvergence. That’s good to know.

I’m at peace now :slight_smile:

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Peace is cool to start some nice gaming. :wink:

Meanwhile the shader got some new features and a correction or two. More in the description:

New Release Version (24.05.2021-r1):

Notable changes:

  • Improved deconvergence.
  • Humbar implemented - see under Screen Options.
  • Noise resolution added, less visibility on dark pixels.
  • Small speedup, small fix.

Download link:

https://mega.nz/file/g0oByAKC#dH-yxXF390V2eJNEfRpvHLBtOc8ufZ2LBOI_UvU7iG4

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Triying your advances and things, thanks again. And with the humbar both!! :slight_smile:

Guest filter with curvature wrap 60 (i known that are in work in progress)

Guest filter with distortion from filter HLSL mixed.

warm colors.

p.d: the captures that i put above that thread, this one no the other, is possible with the option of defocus_x = defocus_y =

Greetings.

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Showing off a bit the new deconvergence, with non mask complying offset rates, 1.5 in this case (integer offsets are synced with mask width). Also works very nice with different filtering settings.

There are more options now under the ‘Deconvergence Tab’ but shouldn’t be too hard.

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gamma still drives me nuts. There have been a lot of updates, any tips for getting a handle on gamma? The defaults look pretty strange IMO, but I’m also using grade.

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All with Guest, different colors and definitions of mask and scanlines

The color white of the face of E.Honda in one screenshot is noticeable…cause that warm colors are common in the arcades saloon/screens.

I triend in a playstation game and Guest filter need some options for centering the image.

Warm capture is like a arcade monitor from the old years, very close, the other with different colors too.

Thanks and greetins.

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I took some care with the more recent ‘updates’ to not interfere with the ‘default look/feel’ if a new functionality is not enabled. Some older changes were related with auto brightness corrections of scanlines (they aren’t implemented atm.), which could require a bit of more fine tweaking.

Grade with it’s default settings could produce a gamma deficit if an extra crt shader with gamma options follows in the chain. So one option could be to even both grade’s gamma to a single value or to compensate with the crt-shader output gamma. Input / Output crt shader gamma of 2.2-2.5 is sortoff the best option, since Grade doesn’t stay in linear space.

In more recent versions of ‘GDV’ ‘Gamma correct’ and ‘Mask gamma’ are introduced. First is a nice compensation option if strong scanlines, trinitron masks and slotmask are used at the same time (for example), which leads to stronger brightness loss, especially on dark pixels / areas. Mask gamma more or less determines the distribution of intensity of masks over the spectrum and is less related with the above mentioned problem.

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Actually, these games were all designed to be played at a color temp of 9300K because that was the standard used by NTSC-J, but keep doing what you like, that’s what the options are there for… I myself find 9300K to be a bit extreme so I usually opt for something around 8000K.

Human memory is notoriously unreliable, as well. Something to keep in mind…

Also curious why you aren’t using the forum’s built-in image uploader, it’s super easy to use, just drag and drop.

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Very good to know, thanks for the helpful response, as always!

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You are very funny, the memory or the time began the universe.

Actually these machines gabinets and their screens ave their region, is usual, that in a saloon of arcade games all machines inside was a mix of regions, EU, USA, JP…ant their colors and machine cabinets, etc. But old CRTS screens colors was more warming in general that post CRT screens, in these sallon of arcade games, that even exists today intact, with that people of the world of arcade games/retro enven enjoy like people that play or made filters combinations. Some people that actually even purchase old cabinets of games, for their home or rooms, not these news made with m.a.m.e inside with lots of roms.

All the screens that i post with dynamics of course.

Greetings.

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You do you, man.

image

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Guest-DrVenom Advanced is now in the Mega Bezel :slight_smile:

Thanks @guest.r again for this amazing shader, you rock!

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Too little curvature!

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@guest.r

Just wondering, why isn’t there an option to make the slotmask 3x1 height? I think it could be useful at 1080p for certain mask configurations.

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Slotmask wouldn’t have vertical symmetry with odd sizes regarding spacing, it would look like this:

---
    ---

---

or

---

    ---
---

It’s a nice example of how resolution limitations kick in with implementations.

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Something I also thought about yesterday while running retroarch on an actual crt.

Could @guest.r add a alpha/transparency setting for the bloom? I think we could get a more natural look via more fine-tuned blending.

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