New CRT shader from Guest + CRT Guest Advanced updates

Thanks, @sonkun for testing and feedback. New deblur implementation is definitelly an improvement over the older one, at least regarding “side effects”.

The greatest challenge is to “clear dark lines” while keeping dithering resolved. I believe it turned out quite well. I’m a bit sorry if a pixel from original image gets mitigated, maybe it’s also related to the combination of various settings.

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No problem, I’m glad I was able to help as well because this helps in what I’m trying to achieve as well, might be useful for others as well.

Yeah that part is kind of a downer but knowing me I’ll work my own little magic and come up with something anyway, may have to stick with using deblur at 1.50 if anything. Either way as I’ve mentioned before I can’t believe we’re at a point where I can get ntsc composite sharp and clear looking like this:

That damn near looks like RGB which is insane in itself.

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AzMods20250531, including these changes rolled into crt-guest-advanced-ntsc-decoupled.

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New Release Version (2025-06-01-r1):

Notable changes:

  • Old: Better NTSC core shaders offset handling / centering.
  • Old: Moderate FSharpen - Deblur rework, preserves the original image better now.
  • Further Deblur tweaks for better consistency.
  • “Deblur Extra Sharpen” option added, works only if Deblur > 1.0.

Download link:

https://mega.nz/file/gkYQgTwQ#TEiAN37OlGQEK_NU8pg534WBBMye-2APN8MZWrGMApc

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Haha, I had a feeling you were gonna come back with a repost. Will test this out and report back.

Edit:

I tried putting the “deblur strength” setting at 1.00 and then enabling that new setting “deblur extra sharpen” setting but nothing happens?

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The codepath isn’t activated if Deblur == 1.0, otherwise it also doesn’t make sense to produce a difference based contrast between two same colors. So you need a notch of deblur regardless…

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Had to step out real fast after my last post but back to testing, that new extra deblur setting definitely makes the ntsc image even sharper:

That’s with deblur at 3.00, deblur falloff at 1.00 and the new extra deblur at 2 00. I think that’s literally the sharpest I’ve gotten composite to look right there to date and is my ideal look I would love to put out in my next pack. However I still may have to switch up all those settings because the standard “deblur strength” setting still does that “pruning” thing where it shifts pixels from right to left and that happens literally as soon as I enable it. I can manage at 1.50 deblur I guess but once I start raising it anymore small details starts fading off the screen right before my eyes and this is without even touching any of the other deblur settings.

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AzMods20250601, including these changes rolled into crt-guest-advanced-ntsc-decoupled.

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300k views is a nice milestone.

Would like to thank all the contributors and visitors, it’s been a great time.

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Thank you for your hard work and the multiple offsprings you facilitated. We’re glad to have you around.

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This is just the beginning, one day I hope to see over a million views. Thank you for making the best crt shader for retro gaming and for all other crt media/media that it can be used with.

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Also Kudoz to the Mega Bezel thread hitting 500k views right now! :partying_face:

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Maybe this is part of the reason you were having trouble with your display mapping properly with the existing subpixel layouts?

It should be possible to retrace my steps with what I did to get the RRBBGGX available in Sony Megatron Colour Video Monitor to find a compatible mask layout for your particular display. All it would take is a little trial and error, to test the various combinations of subpixel colour order until you get one which lines up with your display.

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Congratulations and thanks @guest.r, @HyperspaceMadness and the rest of the Mega Bezel team! It has definitely been an honour!

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Hey there! I’ve been using this shader for a while now and I absolutely love it.

I pair it with ScaleFx because I want to slightly scale the image while keeping that pixel art feel, just less aggressively.

After a lot of tweaking, I haven’t been able to achieve a uniform 2x horizontal and vertical scale. The closest I’ve gotten to what I’m looking for is the image I’ve attached. In that image, if I’m not mistaken, it generates a 1x horizontal (cyan circle) and a 3x vertical (orange circle) scale.

I’ve tried other scalers with GuestFx as well, but no luck. Does anyone know if what I’m trying to do is even possible?

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Hey! Nice for stopping by.

Regarding ScaleFX, it’s natively scaling to 3x in both directions, so it’s best to honor the original scaling or some kind of interpolation artifacts are happening.

You can simply achieve this by pre-pending the original ScaleFX preset from

shaders_slang/edge-smoothing/scalefx folder.

If you are still after 2x scaling, then the process can be a bit different. It’s best to replace one of the stock passes with a shader file (not preset). Good candidates are xbr and xbrz-freescale.

When the stock pass is updated, you can set the involved pass scaling to 2x, or you simply save the preset and use a text editor to set the pass scaling.

It sort off looks like this:

Nevertheless, i recommend 3x scaling even here, more scaling gives crisper image.

If you want 2x scanline resolution, then it’s best to set Internal Resolution Y: 0.5...y-dowsample divider to 0.5, works even with 3x scaling:

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Wow! This looks lovely! Maybe it’s time to go full circle again and try to get some better enhanced looks. I’ve been challenging myself for a while to get great balanced looking images just by playing around with the NTSC Resolution Scale and stuff like that and I’ve gotten pretty decent results.

The 2X is definitely more my style.

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Great shaders for sure, with lots of features. Any chance of an updated readme or documentation to learn of all the parameters’ options?

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Will be in the works, but no ETA atm.

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Is was going to say… but thought it’s better to wait for a better time :sweat_smile:.The old Guest Venom had some very nice documentation that was maybe even a bit to extensive, but since then there’s a lot of parameters where it’s just guessing, but trying out without any background info and how things interact is probably not very fruitful for realizing the full potential.

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