I thought about that, but I kinda want to simulate playing all my games on the same “TV”, as that’s pretty much what happened back then. And since the 2/3-phase thing is already automatic, I don’t have to worry about that.
I recommend this too. I was lucky enough to buy NEC monitors that use a probe that make it so that they calibrate themselves. Sometimes I take it for granted.
Yeah, but you can at least increase ntsc resolution scaling for SM(B) and save it as a game preset. You have the means.
You can do this but you are using an emulator so you would also have to take into account the differences in video output from the various consoles and systems.
This can also be simulated by the use of shader parameters.
If you think of the shaders as a tool to only simulate the CRT TV side of things then you’re going to miss half the plot. The importance of this can be seen when comparing Genesis RF and Composite Video output to SNES, NES & Turbo Duo. The characteristics are infamously different.
Create the perfect preset for SNES, then try playing a NES game like Ninja Gaiden using those same settings and see for yourself, Ryu is just going look all wrong.
Make a sweet NTSC de-dithering preset for Sega Genesis and you can enjoy colours that rival any other 16-bit console. Use that same de-dithering preset on a high res system like the Turbo Duo and say goodbye to any idea of legible text. Meanwhile at the same settings you can read the text clearly in any Sega Genesis game.
Okay, I’ve given away a little too much of my secret sauce. I hope you’ll understand where I’m coming from.
From the way you sound, I have a feeling Sony Megatron Color Video Monitor might be a really good fit for you, where accuracy and matching CRT qualities down to the phosphor are of paramount importance.
Have you given that a try?
If you want to learn more about what I have said above you can head over to my thread and take a read through my first post and look at some of my videos.
I’m preparing for the ‘official’ release now. Some presets will be removed, but nothing dramatic. Also some very minor tweaks are involved, like afterglow threshold…
Nevertheless, i managed to add an anti-ringing option to the ntsc shaders which should mitigate the haloing quite significantly.
Here is my 4K HD settings and Images, if someone can help a bit you are welcome…
* shaders = "9"
* shader0 = "shaders_slang/crt/shaders/guest/hd/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/hd/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/hd/pre-shaders.slang"
* filter_linear2 = "true"
* wrap_mode2 = "clamp_to_border"
* mipmap_input2 = "false"
* alias2 = "PrePass"
* 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/hd/linearize-hd.slang"
* filter_linear3 = "true"
* wrap_mode3 = "clamp_to_border"
* mipmap_input3 = "false"
* alias3 = "LinearizePass"
* float_framebuffer3 = "true"
* 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/hd/crt-guest-advanced-hd-pass1.slang"
* filter_linear4 = "true"
* wrap_mode4 = "clamp_to_border"
* mipmap_input4 = "false"
* alias4 = "Pass1"
* float_framebuffer4 = "true"
* srgb_framebuffer4 = "false"
* scale_type_x4 = "viewport"
* scale_x4 = "1.000000"
* scale_type_y4 = "source"
* scale_y4 = "1.000000"
* shader5 = "shaders_slang/crt/shaders/guest/hd/bloom_horizontal.slang"
* filter_linear5 = "true"
* wrap_mode5 = "clamp_to_border"
* mipmap_input5 = "false"
* alias5 = ""
* float_framebuffer5 = "true"
* srgb_framebuffer5 = "false"
* scale_type_x5 = "absolute"
* scale_x5 = "640"
* scale_type_y5 = "source"
* scale_y5 = "1.000000"
* shader6 = "shaders_slang/crt/shaders/guest/hd/bloom_vertical.slang"
* filter_linear6 = "true"
* wrap_mode6 = "clamp_to_border"
* mipmap_input6 = "false"
* alias6 = "BloomPass"
* float_framebuffer6 = "true"
* srgb_framebuffer6 = "false"
* scale_type_x6 = "source"
* scale_x6 = "1.000000"
* scale_type_y6 = "absolute"
* scale_y6 = "480"
* shader7 = "shaders_slang/crt/shaders/guest/hd/crt-guest-advanced-hd-pass2.slang"
* filter_linear7 = "true"
* wrap_mode7 = "clamp_to_border"
* mipmap_input7 = "false"
* alias7 = ""
* float_framebuffer7 = "true"
* srgb_framebuffer7 = "false"
* scale_type_x7 = "viewport"
* scale_x7 = "1.000000"
* scale_type_y7 = "viewport"
* scale_y7 = "1.000000"
* shader8 = "shaders_slang/crt/shaders/guest/hd/deconvergence-hd.slang"
* filter_linear8 = "true"
* wrap_mode8 = "clamp_to_border"
* mipmap_input8 = "false"
* alias8 = ""
* float_framebuffer8 = "false"
* srgb_framebuffer8 = "false"
* scale_type_x8 = "viewport"
* scale_x8 = "1.000000"
* scale_type_y8 = "viewport"
* scale_y8 = "1.000000"
* CP = "5.000000"
* TNTC = "4.000000"
* wp_saturation = "1.699999"
* vigdef = "0.500000"
* GAMMA_INPUT = "2.200000"
* intres = "1.000000"
* spike = "2.000000"
* SIGMA_HB = "0.400000"
* SIGMA_VB = "0.400000"
* bloom = "0.150000"
* mask_bloom = "0.500000"
* bloom_dist = "0.700000"
* halation = "0.100000"
* gamma_c = "0.760000"
* brightboost = "1.250000"
* brightboost1 = "1.250000"
* gsl = "1.000000"
* scanline1 = "5.500000"
* scanline2 = "20.000000"
* beam_size = "0.650000"
* scans = "1.400001"
* scangamma = "2.500000"
* shadowMask = "10.000000"
* maskstr = "1.000000"
* mcut = "2.000000"
* masksize = "2.000000"
* mask_gamma = "2.500000"
* slotmask = "1.000000"
* slotmask1 = "1.000000"
* slotwidth = "8.000000"
* double_slot = "3.000000"
* mclip = "1.000000"
* gamma_out = "2.499999"
* deconrr = "-1.250000"
* deconrb = "1.250000"
* deconrry = "-1.250000"
* deconrby = "1.250000"
* post_br = "1.100000"
* 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"
I mean it depends on what you’re going for. If you want it to look more realistic then you’ll want to kill the glow and bloom completely.
If you’re not that concerned with realism, then it looks fine as is.
I want realism, but I thought that bloom is for slotmask.
Looks great! Just wanted to share a little tip concerning sharing presets.
You might want to select all the text and remove the “Bulleted List” formatting and instead select the entire block of parameters and click the icon to the right of the " which looks like a less than sign, then a forward slash, followed by a greater than sign. If you hover over it it will say “Preformatted text (Ctrl+Shift+C)”.
Realism is relative. It can be as realistic as you want it to be. I think what @Nesguy is referring to is accurate to the way a CRT generates the image and looks down to the phosphor level.
From a normal distance your preset might look virtually indistinguishable from a real CRT despite using “tricks” that were never present on a real CRT that on close inspection wouldn’t be seen anywhere on a CRT.
You mean this?..
I mean like this:
RetroGames4K Realistic Virtual Sanyo SlotMask CRT
shaders = “9”
shader0 = “shaders_slang/crt/shaders/guest/hd/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/hd/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/hd/pre-shaders.slang”
filter_linear2 = “true”
wrap_mode2 = “clamp_to_border”
mipmap_input2 = “false”
alias2 = “PrePass”
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/hd/linearize-hd.slang”
filter_linear3 = “true”
wrap_mode3 = “clamp_to_border”
mipmap_input3 = “false”
alias3 = “LinearizePass”
float_framebuffer3 = “true”
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/hd/crt-guest-advanced-hd-pass1.slang”
filter_linear4 = “true”
wrap_mode4 = “clamp_to_border”
mipmap_input4 = “false”
alias4 = “Pass1”
float_framebuffer4 = “true”
srgb_framebuffer4 = “false”
scale_type_x4 = “viewport”
scale_x4 = “1.000000”
scale_type_y4 = “source”
scale_y4 = “1.000000”
shader5 = “shaders_slang/crt/shaders/guest/hd/bloom_horizontal.slang”
filter_linear5 = “true”
wrap_mode5 = “clamp_to_border”
mipmap_input5 = “false”
alias5 = “”
float_framebuffer5 = “true”
srgb_framebuffer5 = “false”
scale_type_x5 = “absolute”
scale_x5 = “640”
scale_type_y5 = “source”
scale_y5 = “1.000000”
shader6 = “shaders_slang/crt/shaders/guest/hd/bloom_vertical.slang”
filter_linear6 = “true”
wrap_mode6 = “clamp_to_border”
mipmap_input6 = “false”
alias6 = “BloomPass”
float_framebuffer6 = “true”
srgb_framebuffer6 = “false”
scale_type_x6 = “source”
scale_x6 = “1.000000”
scale_type_y6 = “absolute”
scale_y6 = “480”
shader7 = “shaders_slang/crt/shaders/guest/hd/crt-guest-advanced-hd-pass2.slang”
filter_linear7 = “true”
wrap_mode7 = “clamp_to_border”
mipmap_input7 = “false”
alias7 = “”
float_framebuffer7 = “true”
srgb_framebuffer7 = “false”
scale_type_x7 = “viewport”
scale_x7 = “1.000000”
scale_type_y7 = “viewport”
scale_y7 = “1.000000”
shader8 = “shaders_slang/crt/shaders/guest/hd/deconvergence-hd.slang”
filter_linear8 = “true”
wrap_mode8 = “clamp_to_border”
mipmap_input8 = “false”
alias8 = “”
float_framebuffer8 = “false”
srgb_framebuffer8 = “false”
scale_type_x8 = “viewport”
scale_x8 = “1.000000”
scale_type_y8 = “viewport”
scale_y8 = “1.000000”
CP = “5.000000”
TNTC = “4.000000”
wp_saturation = “1.699999”
vigdef = “0.500000”
GAMMA_INPUT = “2.200000”
intres = “1.000000”
spike = “2.000000”
SIGMA_HB = “0.400000”
SIGMA_VB = “0.400000”
bloom = “0.150000”
mask_bloom = “0.500000”
bloom_dist = “0.700000”
halation = “0.100000”
gamma_c = “0.760000”
brightboost = “1.250000”
brightboost1 = “1.250000”
gsl = “1.000000”
scanline1 = “5.500000”
scanline2 = “20.000000”
beam_size = “0.650000”
scans = “1.400001”
scangamma = “2.500000”
shadowMask = “10.000000”
maskstr = “1.000000”
mcut = “2.000000”
masksize = “2.000000”
mask_gamma = “2.500000”
slotmask = “1.000000”
slotmask1 = “1.000000”
slotwidth = “8.000000”
double_slot = “3.000000”
mclip = “1.000000”
gamma_out = “2.499999”
deconrr = “-1.250000”
deconrb = “1.250000”
deconrry = “-1.250000”
deconrby = “1.250000”
post_br = “1.100000”
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”
Cita Ok Got it… I just Changed it…
It still has the * before each line, to remove those select the whole block of settings then click or tap on the “Bulleted List” formatting icon or users are going to have to delete all those * from the preset before they can use it.
I’m not sure about the Glow but doesn’t having Mclip at 1.000000 effectively kill all the bloom?
Yeah, I understand what you mean. And I’m aware that each piece of hardware had it’s quirks, CRT included. I admire how you guys go so deep into it and prepare very specific shaders and presets, but I don’t want to go down that rabbit hole. I really just want something barebones with minimum customization.
Guest’s slotmask presets already look great for me. A slotmask with visible triads and NTSC dedithering is all I need. The only thing that was bothering me was brightness and gamma tracking, which did not seem accurate to me. Then, as I kept experimenting to fix them, I shared those ringing problems here.
But in the end I believe I’ve arrived at a satisfactory result. I’ll make sure to share it later.
I wish I could, but I don’t have HDR on Linux yet, and increasing my TV’s brightness in SDR mode each time I open RetroArch is not practical. For now I’ll use Guest’s lovely shader
That would be lovely! I’ll try it as soon as you release it.
And here it is. I believe I’m tracking gamma and saturation pretty accurately with this preset.
NTSC-Adaptive reference image:
My preset, based on Guest NTSC:
It’s not perfect. We can see that the darker column is a bit brighter than it should be, and the midrange should be ever so slightly brighter than it is, but I’m satisfied for now.
Furthermore, I had to raise Gamma Out a lot and I’m afraid of raising it more. I already had to reduce Glow to 0.01 because of that and I don’t know what else I might be breaking. What other parameters should I check because of such a big Gamma Out increase other than Glow?
Anyway, here’s the preset:
#reference "../crt/guest-advanced/crt-guest-advanced-ntsc.slangp"
quality = "0.000000"
ntsc_sharp = "-8.000000"
interm = "3.000000"
shadowMask = "12.000000"
maskstr = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "7.000000"
double_slot = "3.000000"
glow = "0.010000"
bloom = "0.800000"
halation = "0.050000"
brightboost = "1.000000"
brightboost1 = "1.000000"
mclip = "0.000000"
gamma_out = "2.800000"
post_br = "1.100000"
Oh, and Mario lost most of it’s exaggerated NTSC magical aura!
I’m open to criticism!
Ok Guys, this is the setting for the advanced version for the Mega Drive. If you like it, I’ll post the settings. Here are some pics …
@guest.r, If possible, incorporate the “glass” effect into your shader, as it’s an option that helps increase the realism of a CRT TV simulation.
I think it’s a very welcome addition.
Thanks.
You can get that today with HSM Mega Bezel Reflection Shader which uses CRT-Guest-Advanced as its default shader.
New Release Version (2022-07-27-r1):
Notable changes:
- ntsc anti-ringing option added (reduces halo ‘auras’)
- hires version removed - is succeeded by HD version
- ntsc-fast version removed - standard ntsc version got about 50% faster in later releases, fast version was only 20% faster compared with normal
- afterglow effects added to HD version
- bloom/glow resolution improved with non-standard versions
- some small afterglow tweaks
Download link:
https://mega.nz/file/t4JlzISC#8FqqbBnVexxQDhk-o6THW_6US32zSun3cwfws7m2EbU