I’m not entirely sure what is the main issue here. You could be clearing some situations by setting fringing to 0.0 and merging fields first.
I have already asked a question about the procedure for installing and updating shaders in the corresponding topics by the authors (sonkun, Duimon Mega Bezel ), but I decided to clarify it with you, as your work is interconnected. I have just realized that after I have placed the files and folders in the appropriate locations (I am referring to the folders from sonkun, Duimon MegaBezel, and Mega bezel pack), I do not need to click on the slang shader update, as this may cause the settings of the aforementioned shaders to be corrupted and may result in the installation of standard shaders on top of them. The same goes for your guest-crt-advanced . I’m just wondering if I understand it correctly. Or is it possible that updating through the online updater will simply update them to the latest versions?
I can mostly answer for the guest-advanced shader pack. If the latest’s version content is copied into the crt folder, then you are good.
Updating Slang shaders resets them to a prior version. Isn’t optimal in some cases. This doesn’t alter or update Sonkun’s presets etc. They are not directly related with “slang-updates”.
MegaBezel situation is a bit different, as independent adapted shader instances are used for this project. If you are ok after updating slang shaders via updater, then it’s set.
Saved presets (you own saved tweaks) aren’t affected by slang shader updates via updater.
seems increase ntsc Saturation fix it (at least make it better, the vertical lines artifacts is there in ntsc in the first place but they are not clear, seems Clip Saturated Color Beams only make them more visible)
New Release Version (2025-08-21-r1):
Notable changes:
- Old: Display P3 gamut support added.
- Old: DCI-P3 white point correction.
- Old: Ntsc rainbowing feature vertical fidelity improvements.
- Old: Small optimization.
- New: recent updates opened up possibilities for better NTSC rainbowing modes 2&3, which are now improved.
Download link:
https://mega.nz/file/hgYTQBBA#E4k18Pz4PSU1SboFE-NhCxxg7o1ASzrY706w-Vi3Iko
I think I noted the improvement, thanks
Is there a conflict with “NTSC Coloring/Rainbow Effect (2-phase)” and interlaced mode=3? I noticed some smudges with “NTSC Coloring/Rainbow Effect (2-phase)” = 2
Thats unfortunatelly an unavoidable circumstance, you should merge fields, reduce artifacting, use a different interlacing mode etc.
I did try, but non of them seems work, and if it work it will make another problem!
I think I see why DevilSingh said that “EVEN/ODD scanlines is missing” CRT-Guest-Advanced, HD and NTSC for ReShade!
I think EVEN/ODD scanlines aka separate fields is how real TV work, so this will be fixed
maybe it can be added as interlaced mode=-1 and it should make 480 as 2 “240p” internally, which means every setting that affect 240 will affect 480
I try to avoid some really exotic solutions based on “how a TV really works”. If you want scanlines with higher resolution, you should use the internal resolution feature found under [ INTERLACING OPTIONS ].
Odd/even scanlines are something else, has nothing to do with temporal blending, just the blending bias is switched from original resolution to viewport resolution. Nothing fancy, it’s sortoff a fool’s gold of the scanline implementations.
I did end up using “shaders_slang\misc\bob-deinterlacing.slangp” first and then append my preset (with default interlaced mode=4) and it kinda perfect now!
edit: seems bob-deinterlacing.slangp case image shifting! so I switch to shaders_slang\misc\deinterlace.slangp
I’m glad it worked out for you. Maybe it’s a good solution for other user too.
If you play with Retroarch options:
Settings -> Video -> Synchronization -> VSync Swap Interval
this can also improve the interlacing experience. Best use it with VSync ON.
New Release Version (2025-08-24-r1):
Notable changes:
- Old: Display P3 gamut support added.
- Old: DCI-P3 white point correction.
- Old: Ntsc rainbowing feature vertical fidelity improvements.
- Old: Small optimization.
- Old: Better NTSC rainbowing modes 2&3.
- New: “Show Original Image” option added to most versions.
- New: “Vertical Image Shift” option added to most versions.
Download link:
https://mega.nz/file/xsgxTKAR#93dvbv-3KTr0dQoI56TAQrzHJw1Gr7FVtJ1JR0MejJk
Is there anywhere that explains what each of the masks are?
Hey!
Aperture masks are (for 1080p): 0, 2, 5, 6, 9 (RGB) and 7 & 8 (not RGB, but black-white)
High TVL of these are: 0, 5, 7, 9
Lower TVL are: 2, 6, 8
You can use slotmask with any of these, just increase both strengths. Maybe you can lower the slotmask height for 1080p + scanline mode.
Mask 1 is already a RGB mask + low width slotmask, just to mention it.
Mask 10 is an aperture style RGBX mask.
Mask 11 is a 4-width aperture mask.
Mask 12 is a 7-width RRGGBBX aperture style mask.
Mask 13 is a 6-width aperture mask.
Mask zoom can be used to enlarge or shrink masks, one should a bit explore the feature, it’s more or less worth the time.
Aperture masks can be turned into shadow-masks, it’s important that the total mask width is 2,4,6…
Mask zoom can help here, since it changes “total mask width”.
Thanks for the write up! Mask 12 is suitable for 4k right? with the smaller masks raising mask zoom would be necessary for 4k i imagine? And what are masks 3 and 4 then?
Yes, vanilla mask 12 is good for 4k. Mask zoom can always help, especially with 4k.
Mask 3 is a special horizontally streched shadowmask, where mask 4 is an ordinary shadowmask (nice for 4k also).
Masks 1-4 are so-called lottes masks, which are managed by alternate (maskLight, maskDark) mask strength controlls.
im trying to understand the how bloom and glow and magic glow differ exactly. like, i can see a difference in effect but i cant put my finger what each is doing exactly.
also there isnt an up to date readme or guide anywhere is there? i feel silly having a lot of questions other people seem to just already understand.
speaking of masks, is there are a way (option) to make the RGB mask (5 & 6) act like black-white (7 & 8) based on how flat area are? which mean in edges or details (especially if it has different colors) will be 100% mask 5 or 6 and in full flat area will be 100% (or even 90% is fine) black-white (7 or 8)
Ordinary Glow is mostly manifested on very dark background, with a wider spread compared with bloom.
Bloom passes contribute their effect to Bloom, Halation and Mask Bloom. These are mask mitigation techniques, for example set mask strengths to full and then add one of those effects or more of them…
Magic Glow is exclusive with ordinary Glow, it falls back to Glow shader passes (number of TAPS, sigma), it can be used similar to ordinary Glow, contrast enhancer or a mask mitigation technique, depends, what you have in mind. You can also add haloing effects to pixels, make the image bloomy…
Default parameter setup of Magic Glow is contrast enhancement, just saying.
Quite a while ago i tried some different mask effects on the same image and it didn’t feel appealing. One of the viable ways to use different mask “setups” on an image is that masks comply with curvature (currently they don’t), but this is more or less a 4k thingie and lower TVL bound.