New CRT shader from Guest + CRT Guest Advanced updates

Bit off topic, but how do you achieve this:

I mean, look at the " x 0 0" characters, in the upper image, you manage to shrink its shape. Usually, using blurs, you mix the near pixel along x axis and the result is wider.

I even tried to achieve the same effect by playing with shader parameters (not ntsc version), but without much success; btw I was more interested in the implementation and, though i think it looks really good, if there are any other reasons you pursued that look; i mean, bright pixels tends to grow, not shrink themselves.

Also, the red on the left definitely overflows over the gray, so maybe it is some ntsc specific code that comes into play?

Thanks in advance!

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NTSC sharpening uses some gamma tricks to do things differently compared with linear gamma. The overall ntsc interpolation is done in curved space, although post-filtering is linear. But it seems the effect can thin instead of thick regarding bright pixels.

Edit: there is also some additional blur in curved space, so i think this is important.

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Speaking of which, is it possible to fully detach the NTSC passes from the GDV-NTSC preset for use by themselves in a preset or appended to other shaders? The NTSC passes used there are already quite a bit more advanced than the standalone NTSC-Adaptive shader, after all. I tried reducing the number of passes up to the 8th pass, which works, but there’s still the afterglow passes before it, and removing those causes the preset to not load.

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You can use the shaders in other situations if you set the aliases right. There’s a bit of interleaving between passes.

First ntsc pass should have the alias name “NPass1”, the pass before ntsc shaders “PrePass0”, unless you remove the blend mode functionality in ntsc-pass 3.

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I like how it looks. it’s getting better with time. Well done!

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New Release Version (2023-08-14-r1):

Notable changes:

  • New (negative mask bloom) effect nice improvement.
  • Bloom Distribution implemented for negative values too. User can now control how bright ‘pure’ masks can become without adding bloom mask mitigation.
  • New scanline option added for thinner dark scanlines. It’s now quite easy to have flat 'bright scanlines and very thin dark scanlines. It’s implemented in a way which does not disturb existing presets.
  • New color grading options: per-channel gamma adjustments.
  • Small code tweak.

Download link:

https://mega.nz/file/kk4SDY7J#4XO20xs-cvDhO8SuJ78RgFKQcnD_W4RDKDt5SYKN3n8

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Wow That was fast, I just posted an image :joy: :joy: :joy: I’m going to try this new version :stuck_out_tongue_winking_eye:

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Wow! Mask bloom negative values look better now :grin:

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Thanks for testing. :smiley: It might be a subject for further development, though. :grin:

With new bloom sampling mode and other features, I’m re-discovering ordinary mask bloom again. It can be very good for aperture presets. In fact, I’m pleasantly surprised…good features are colors are very nicely preserved, scanline saturation too. Just a hint, where is a good start for some specific aperture setups…

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I think the last presets I posted here with your shaders have improved with new release without changing any params. Congrats!

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Some testing with negative values for bloom distribution setting. Glow and halation are disabled on purpose except for bloom.

“Different bloom sampling for this one”

This is very useful since it doesn’t affect the brightest value in the gray ramp. Some nice results can be achieved by lowering mask gamma.

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Hello, I’m curious if this look is possible with your shader? When a value is over-bright and highly saturated, like in the reds, you get little dots of color. From a distance this gives a satisfying look. I thought perhaps some combination of masks and gamma might make it possible.

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Royale was designed in an era, where LCD display brightness was an issue and boosting saturated colors this way gave a push in brightness and contrast.

‘GDV’ is more color accurate with mask mitigation as also megatron is color and mask accurate in a regular use case.

So, regarding color accuracy there is no real need for it, maybe it’s an aesthetic boost as royale is a strong reference.

But additional code is also needed for most effects, I doubt that such an effect on saturated colors will appear by coincidence with GDV no matter the tweaks.

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New Release Version (2023-08-16-r1):

Notable changes:

  • New (negative mask bloom) effect minor tweak.
  • New functionality added: Clip Saturated Color Beams.
  • Edit: small improvement

Download link:

https://mega.nz/file/VgYmlbjQ#mtg90UqC_GhXdzg8C8hT-BFZfED85Xxuj13sW0EEcNc

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Oh wow, that new color beam setting was something I didn’t realize I needed. Was gonna ask what exactly does it do but decided to just test it out.

Here’s without the setting:

Here’s after cranking it up to 0 25:

I can now see all the little minor detail lines all around Cyclops clearly while still maintaining a bright vivid image. This setting is incredible @guest.r, thank you for this unexpected gift, gotta get into the lab right now for this one.

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New Release Version (2023-08-17-r2):

Notable changes:

  • “Clip Saturated Color Beams” effect refinement and alternate mode added.
  • Edit: release2

Download link:

https://mega.nz/file/g051HBQZ#V_-RTsTrizaUn2wvubQMT-76lEMnA7eLW_EgRgXF9JA

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It looks like you lowered the effect/intensity a bit for the color beam setting for this update.

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Yeah, it was a bit unbalanced. Old implementation is under ‘negative values’, which can desaturate fully saturated colors too (see color bars in the 240p suite).

As far-fetched it might sound, but there’s a ton of testings sometimes involved with introducing a new feature. This applies to testing screens as to shader configs.

So it might be a subject of change, indeed. Mostly because I find a use case where it should do better, and I must learn a bit from it and repeat the process.

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thank you so much for all of your hard work!

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Completely understandable. When it comes to the technical coding behind the scenes testing and stuff I have trust in you all the way, I’m just the loyal lab rat test subjecter that plays with the finished product tweaking the knobs and things after you unleash the finished result lol.

One thing I noticed right away with that new feature setting is that it seems to produce a slight moire pattern on some of the areas that it does have it’s effect on (noticed it the most in bluish areas), nothing really major since my presets have moire in them regardless, just something I noticed. Maybe that’s an intentional effect that happens when using that new setting.

1 Like