New CRT shader from Guest + CRT Guest Advanced updates

CRT glass screen diffusion and screen scratches simulation.is missing :grin:

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Ehe, you can add the glass shader for this. It should be in the misc folder. :wink:

The post brightness and bloom distribution parameters were game changers for me, made my presets pop way more than any preset I’ve done prior to when those settings got added. That Mario shot shines a lot brighter compared to the one before it, those parameters should definitely be useful to your presets going forward.

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Ha ha, A little bit of a jog to keep up :sweat_smile:, but totally worth it! :star_struck:

A new version with all the goodies integrated should be coming in the next few days :smile:

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The screenshots are good but how does it hold up IRL?

I like the direction you’re going in, though.

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Thanks!

Most if not all of my presets usually look better in real life. In this latest round of presets I used GDV Noise in order to diffuse some of the moire. That can’t be captured in the screenshots.

You can load them up and try my Composite - Pure 1080p Edition Preset if you want to get an idea of how things hold up in person.

I even found ways to limit the scaled look in my Composite - Sharp presets (which use ScaleFX) to add a light bit of anti-aliasing without making my Ys look like Vs with this latest batch.

With the sheer number of presets in my pack, maintenance is not as easy as it once was so some might have received more testing than others while some might be broken (well not entirely broken but changed) due to updating other linked presets and not getting around to those yet.

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Which preset are you using in the examples you just posted?

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Oh, those are from my CyberLab__Composite-Pure__ADV.slangp preset, it’s in my 4K Optimized Presets folder. Only the old version based on crt-guest-advanced-2022-02-01-release1 is currently available in my shader preset pack.

The new version based on crt-guest-advanced-2022-02-10-release1 might never see the light of day in its current form because crt-guest-advanced-2022-02-10-release1 has already been superseded by New Release Version (2022-02-12-r2). So I still have some more tweaking and testing to do once things settle and HSM Mega Bezel Reflection Shader is updated to the latest CRT-Guest-Advance once more.

I really like the way crt-guest-advanced-2022-02-10-release1’s bloom parameter adds brightness and saturation at the same time without spreading out too far and blurring things too much.

According to @sonkun it makes colours pop! I’m crossing my fingers and waiting with bated breath that none of this is lost with New Release Version (2022-02-12-r2).

These are from my CyberLab__Composite-Pure__1080p__ADV preset and they’re based on based on crt-guest-advanced-2022-02-01-release1.

CyberLab__Composite-Pure__1080p__ADV

CyberLab__Composite-Pure__1080p__ADV

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Pop pop pop just like pop corn lol. I went and turned off the glow, bloom, bloom distribution, gamma correct, halation and post brightness just to see what things look like, it’s dark as hell:

After applying all those settings everything just comes alive:

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Have you updated to New Release Version (2022-02-12-r2) yet? If so what’s the difference in the appearance of your presets between that and crt-guest-advanced-2022-02-10-release1?

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Yes I have. If I remember correctly I was having this nasty moire issue that’s now not as prevalent in my preset. Other than that I don’t see any other difference. It’s possible there’s subtle changes there I may not have noticed tho. My preset pretty much looks the same between updates which is why I didn’t feel the need to post a updated preset post

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Well that’s great to know because I found 2022-02-10-r1 to be so good that I was scared about what might happen if I updated to 2022-02-12-r2. Now I can safely look forward to it!

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Never be scared, update that guest shader soon as it’s updated and posted lol. It’s constantly advancing and I’m sure even more things will be added in the future. It’s up to users like you and me to fiddle around so we can give feedback to see what needs to be fine tuned, fixed etc. which in turn will make our presets come out looking better, it’s a nice trade off on both sides when you look at it

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I don’t usually ask for too many things and changes in the shaders based on my preset design attempts. I merely prod away for hours and hours if need be with whatever settings are given to me until I find something that seems to be the best compromise to achieve whatever look I’m going for.

So when everything finally comes together, I’m sometimes concerned for the stack of cards when I see huge changes coming under the hood after I worked around then worked around again whatever limitations were there in the first place.

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I hear you. I guess it’s a little easier for me to dive right into a new update since I’m just tweaking two presets, you on the other hand have a whole bunch in your stable. I think you should be good to go with tweaking a bit since according to guest from earlier he doesn’t plan to put up another update for now unless something is reported.

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Well I hope no one pays me any mind when it comes to this and slows down the pace of progress on my account. I’m cool with the price of progress as things ultimately move forward and get improved. So I do what needs to be done.

The way I do my presets is interesting. Most of them are linked and only reference a couple sub base presets which reference the main base presets in the shader. This means that many times when I improve one preset many others get improved (at least partially) “for free”!

The challenge is in testing to make sure everything is okay afterwards. Sometimes it feels eerily strange to spend hours and days on one then when I move to the next one it’s still good enough to leave it as it is.

While I can make all my presets full, static and independent, I like this method because it keeps things moving and sometimes results in interesting accidents. I always have the option of retaining a previous look by importing all of the referenced parameters into a particular preset I want to freeze or preserve like my venerable Cyberlab__RGB-Sharp__PVM-EDITION__ADV presets which represent a whole era of my Shader Preset Pack long since passed that some users seem to prefer for whatever reason.

Part of the reason I have so many presets is because I realized that presets looked different at different resolutions and I wanted to address that, so that multiplied the count by 3 and I also wanted to simulate different types of output signal characteristics, not just a single screen with a singlular output signal style coming from each core.

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I don’t know if you noticed but a lot of people are definitely paying your shader presets mind, ever since the HSM Mega Bezel Reflection Shader project started gaining traction I’m literally seeing new users signing up here and going straight to that thread to give praise to the project and the shaders which I think is amazing, I think even my presets gained a little small fanbase lol.

So you’re basically saving your presets with the “simple preset” parameter turned on it sounds like, that’s pretty much how I do it with my presets as well. I try to update my presets the way guest updates his shader, only touch it if it’s something that really needs to be other than that don’t fix what ain’t broke. Some people still use your old presets cause there’s something about it they like I guess.

That’s cool that you have different shaders for different eras etc., my two presets are based off my own nostalgic reasons, I played all 8/16 bit systems on composite then soon as the 32 bit era came in I got a new tv and it was s video going forward up to the Dreamcast era, me lumping in handhelds into one of my presets was just me being a lazy ass lol.

I’m speaking this into existence now but I believe the guest shader along with our presets and everyone else that’s contributing here and there on different things will be part of the reason more and more new users will come here, it’s already happening now which is why you should do your best to keep your shaders up to date, our presets are gonna become somewhat like “advertisements” in the long run to attract new users lol

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I’ve noticed and this isn’t completely by chance. I’ve been doing my part to help users at first here but now mostly outside of this forum to see what can be possible and share what makes me even more excited about retrogaming. Look at the number of views on my thread in such a short period of time. I’ve encouraged users who have benefited to share with others as well.

Plus the uniqueness of my preset names as well as the quirkiness of my thread with all the screenshots, ensures that people are going to at least remember something about them. Then there’s the quality of the shader presets themselves. To me they’re top class and do what I want them to do with the pixels. I wouldn’t use them myself if they weren’t or didn’t.

For many new users they’re definitely much better than what they’re used to seeing as not everyone is in this niche we find ourselves in. I love imagining the joy of new satisfied users based on the many positive comments and feedback I’ve received.

HSM Mega Bezel Reflection Shader has also proven to be a very popular platform and with our presets included its only a matter of time for things to snowball. The baseline for quality is already there so it should only be up from where we are now!

The thing with the standard RetroArch Shaders is that it’s possible that there are just too many. HSM Mega Bezel Reflection Shader provides a curated subset of high quality Shader presets along with that spectacular reflective bezel that goes along with one of my mantras of making things more accessible to the less savvy users.

I see you’ve also been doing your thing on Reddit as I have. Maybe not as actively as me but things have slowed down a bit now as far as me personally trying to help people improve their experiences by introducing them to my presets as well as HSM Mega Bezel Reflection Shader.

Remember if you wink in the dark, no one will know you winked.

I don’t really have a choice as they’re what I use myself everyday and this has definitely become a passion project, labour of love and a stimulating and relaxing hobby to me in recent times.

It’s very interesting that this whole shebang started for me because nVIDIA and RetroArch took away the cgp shaders that I were using for years and competely satisfied with. I came out of my comfort zone and after first achieving some success with adding back cgp support to RetroArch, I saw and fell in love with HSM Mega Bezel Reflection Shader and the presets I saw running on it as well!

I gave it a try, started messing around and the rest is history!

This just came to mind. @sonkun Are you considering making a new thread for your shader presets?

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Yup, I can feel your passion for this through your post, you’re really into this. I pop up on reddit every now and then to promote it lol and that’s nice how you got started with all of this. As far as starting my own shader post I’ll pass, there’s only 2 presets to talk about and I only touch them every now and then lol

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It would be nice to see some high quality photos of them in action, like what’s going on in the PVM shader thread. I’d really like to see the community stop fixating so much on screenshots because they can be very misleading, especially when it comes to how masks actually look.

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