I tried that but I could not get a satisfactory look, compared to Royale.
Is this what the mask is supposed to look like? (Ignore the lack of brightness compensation).
At a distance it looks much better than here, obviously.
I tried that but I could not get a satisfactory look, compared to Royale.
Is this what the mask is supposed to look like? (Ignore the lack of brightness compensation).
At a distance it looks much better than here, obviously.
Yep, that’s your best option for a WRGB display. The Royale masks will not display properly on a WRGB display.
And yes, it is somewhat disappointing (IMO). WRGB displays are not recommended for CRT shaders.
You could increase the Slot Mask height to 2.0 if not already.
@Nesguy Indeed after applying bloom, the mask I posted above looks pretty good from a distance.
But I must disagree with you with regards to WRGB. I’ve tried mask 9, which has the triad colors on my LG C1 (which is WBGR if I’m not mistaken) using this same exact setup and it looks darn good, if not better than the black & white mask 8.
I believe this becomes a non-issue because the mask’s size is doubled, invalidating the impact of the subpixel structure, as each color of the triad is represented by 2 columns of pixels instead of just 1. Am I wrong in my assumption?
@guest.r Oh yes, Slot Mask height is already set to 2 in that screenshot.
EDIT: My bad. Mask 9 is magenta green, not RGB.
It just depends on what you’re willing to settle for, but yes doubling the mask size is a decent compromise solution but it might still look weird at subpixel distances. If all you’re after is something that looks nice at normal distances, that’s easily achieved.
Nothing else currently available is as accurate as the Megatron shader on an HDR RGB display, amazing stuff happening in that thread.
Are you sure it’s not yellow cyan? Mask 0 is magenta green.
Here are 2 pictures of white displayed on mask 10 on my LG C1. At this size, is the pixel structure still a problem?
With bloom disabled on the shader:
Bloom enabled:
Without bloom it’s obviously a lot better, but there are a couple “issues” still present.
The reds and blues have obvious vertical black lines between them, while the “greens” are tightly grouped. And there is no color uniformity, it’s actually going red, orange, yellow, cyan, green, cyan, blue. So yeah, I’d say subpixel structure is still a problem, as expected.
The spacing of the black crossbars is also “wrong.” If you want the triads to have the right shape then the mask height would need to be doubled.
I would say, if you’re happy with the way it looks, go for it. Don’t go down this rabbit hole of chasing perfection, you’ll just wind up constantly frustrated. Once you see certain things you can never unsee them and then they become the only things you can see.
Thank you for your input. I appreciate it.
I tried to double the height but it looked horrible for some reason.
Yeah, I agree, one cannot chase perfection in a simulation. Sooner or later I’ll jump to the HDR shader anyway, as soon as Linux gets support, so for now I guess Royale will do.
As a bonus, here’s what Royale looks like at about 50% grey in my preset:
I looks much more coarse than the GA I posted above, but for some reason this looks better for me at 4K at a distance.
Pretty sure this is just a two color mask on a 4K, looks great to me as long as you don’t zoom in.
You might try the black and white aperture grille with double phosphor width. @nfp0
Mask 9 is magenta-green-black. It achieves 360 TVL without running into the subpixel issues of naive RGB tiling.
On a fun note, I recently got a 4K LG TV, and I was pretty excited about trying out some shaders on it. However, reality struck as I realized my dedicated Lakka PC’s Intel graphics cannot output 4K at 60 Hz, so I settled for 1080p and let the TV upscale. I was a bit frustrated at first, since this obviously will impact shader accuracy hugely, but I began messing around with crt-guest-advanced-fastest to see what would at least look passable. Mask 11 (red-yellow-cyan-blue) actually looked pretty good, but IMO the TVL is a bit low for my liking. Mask 6 looked alright and has the slightly higher TVL look I prefer, but it’s too dark. Just for fun, I then tried a custom cyan-magenta-yellow mask, and it almost worked (nice and bright, and has the target TVL), but I then noticed it looked like magenta-green up close. I realized this was likely due to the display’s BGR structure, so I reversed the mask order (yellow-magenta-cyan - though this can now be done within the shader’s parameters), and voila! Looks remarkably like RGB up close, and brighter than Mask 11 to boot. Of course, at the subpixel level it’s a bit of a mess, but I cannot tell at a distance, and interestingly enough, the TV’s upscaling may actually be helping me here. I don’t know what voodoo magic is at play, but it looks damn good considering the circumstances.
So yeah, if anyone is in a similar bind, maybe try this out. It’s pretty cool how well it worked out. I’ll see if I can take a pic and share it later.
I think the preset looks a bit better than the last time I saw it. That was before guest.r revamped deconvergence and a few other effects so it must have something to do with it.
The preset is for 2K 1440P so you can manually set your viewport to something like 1792x1344 or 1920x1440 first and make sure if you like the pattern. If you do, you can start messing around with different mask sizes to make it work for 4K. (integer scale required)
original attempt:
shaders = "12"
shader0 = "shaders_slang/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/guest/advanced/pre-shaders-afterglow.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "PrePass"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/guest/advanced/avg-lum.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "true"
alias4 = "AvgLumPass"
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/linearize.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "LinearizePass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "800"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "GlowPass"
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "absolute"
scale_x7 = "800"
scale_type_y7 = "absolute"
scale_y7 = "600"
shader8 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "absolute"
scale_x8 = "800"
scale_type_y8 = "absolute"
scale_y8 = "600"
shader9 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "BloomPass"
float_framebuffer9 = "true"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/deconvergence.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "viewport"
scale_y11 = "1.000000"
shadowMask = "11.000000"
maskstr = "0.750000"
slotmask = "0.350000"
slotmask1 = "1.000000"
slotwidth = "3.000000"
double_slot = "2.000000"
mclip = "0.000000"
deconrr = "0.500000"
deconrg = "-0.500000"
deconrb = "1.000000"
deconrry = "-1.000000"
deconrgy = "1.500000"
deconrby = "-1.500000"
decons = "1.500002"
deconsmooth = "0.700000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
sharpened: (I like this one better)
shaders = "13"
shader0 = "shaders_slang/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/guest/advanced/pre-shaders-afterglow.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "PrePass"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/guest/advanced/avg-lum.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "true"
alias4 = "AvgLumPass"
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/linearize.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "LinearizePass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "800"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "GlowPass"
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "absolute"
scale_x7 = "800"
scale_type_y7 = "absolute"
scale_y7 = "600"
shader8 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "absolute"
scale_x8 = "800"
scale_type_y8 = "absolute"
scale_y8 = "600"
shader9 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "BloomPass"
float_framebuffer9 = "true"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/deconvergence.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "viewport"
scale_y11 = "1.000000"
shader12 = "shaders_slang/sharpen/shaders/fast-sharpen.slang"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = ""
float_framebuffer12 = "false"
srgb_framebuffer12 = "false"
AS = "0.000000"
sat = "0.000000"
WP = "-35.000000"
glow = "0.020000"
bloom = "0.200000"
halation = "0.050000"
brightboost = "3.499998"
brightboost1 = "1.350000"
gsl = "2.000000"
scanline1 = "5.000000"
scanline2 = "6.000000"
beam_min = "1.100000"
beam_max = "0.800000"
vertmask = "-0.500000"
scans = "0.800000"
spike = "0.000000"
h_sharp = "4.000001"
s_sharp = "0.400000"
shadowMask = "10.000000"
maskstr = "0.850000"
mcut = "1.400000"
maskLight = "2.000000"
slotmask = "0.350000"
slotmask1 = "1.000000"
slotwidth = "3.000000"
double_slot = "2.000000"
mclip = "0.200000"
gamma_out = "2.250000"
deconrr = "-0.500000"
deconrg = "0.500000"
deconrb = "-1.000000"
deconrry = "1.000000"
deconrgy = "-1.500000"
deconrby = "1.500000"
decons = "-2.000002"
deconsmooth = "0.300000"
noiseresd = "3.000000"
SHARPEN = "2.000000"
CONTR = "0.250000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
Tried your original one, but it seems you have a lot of black crush there, and also some weird artifacts. Do you also see this on your side?
When transferring an older preset to the newest version just save a new preset with the new version and then copy the parameter values into it (after the already existing stuff). Otherwise some things might not work as intended.
Here are the parameter values (for example) to copy and paste:
AS = "0.000000"
sat = "0.000000"
WP = "-35.000000"
glow = "0.020000"
bloom = "0.200000"
halation = "0.050000"
brightboost = "3.499998"
brightboost1 = "1.350000"
gsl = "2.000000"
scanline1 = "5.000000"
scanline2 = "6.000000"
beam_min = "1.100000"
beam_max = "0.800000"
vertmask = "-0.500000"
scans = "0.800000"
spike = "0.000000"
h_sharp = "4.000001"
s_sharp = "0.400000"
shadowMask = "10.000000"
maskstr = "0.850000"
mcut = "1.400000"
maskLight = "2.000000"
slotmask = "0.350000"
slotmask1 = "1.000000"
slotwidth = "3.000000"
double_slot = "2.000000"
mclip = "0.200000"
gamma_out = "2.250000"
deconrr = "-0.500000"
deconrg = "0.500000"
deconrb = "-1.000000"
deconrry = "1.000000"
deconrgy = "-1.500000"
deconrby = "1.500000"
decons = "-2.000002"
deconsmooth = "0.300000"
noiseresd = "3.000000"
SHARPEN = "2.000000"
CONTR = "0.250000"
You can take a look at what you can do with Mask 6 at 1080p in these presets. There are several settings you can adjust to make things brighter, for example, Bloom, Mask Gamma, Mask Strength, Gamma, CRT Gamma - In, CRT Gamma Out and Post-CRT Brightness. A touch of Halation can also go a long way.
These were all designed and tested on a 4K LG TV.
Feel free to look at them as well @nfp0.
I’ll take a look. Thanks!
Still shows the same problems. I presume @crtJoe’s preset was already on the latest version.
But thanks for the help!
Yeah, but maybe with one difference which is causing the issues:
shader10 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
With this pass float_framebuffer changed to “true”. Without float framebuffer enabled there are issues like black crush and other artifacts.
That’s why it’s important to update the presets also, not only the shader files.
Ah makes sense! I’ll try it as soon as I can. Thank you!
Some people were asking why a black and white mask looks comparing an LG C1 Oled to the qn90a QLed. Here are two shots with the same shader settings. I could have better separation of phosphors if I upped the mask from 90 to 100. I like the colors more on the qn90a but they are close enough you could tweak the shader settings to be nearly identical and I wouldn’t be able to tell the difference.
Which one is the OLED? Both look good.