Hey, friends. I’ve been out for like 3 months because my previous PC was power cycling. So, what did I miss? And it’s recommended to download the latest Guest-NTSC- shader? Thanks.
It’s the current state of the rainbowing feature. I might take some more looks into it, indeed.
New Release Version (2025-08-19-r1):
Notable changes:
- Old: Display P3 gamut support added.
- Old: DCI-P3 white point correction.
- New: Ntsc rainbowing feature vertical fidelity improvements.
- New: Small optimization.
Download link:
https://mega.nz/file/doAQBICA#cM6QqfxVzT46USZqfEab09_r6JIna8-R911La6S0DGo
thanks! seems work fine in cases I already did noted
I did noted another “odd” case with “Clip Saturated Color Beams” and NTSC
that why I avoid using it, seems fine with non-ntsc, To be more precise setting NTSC Chroma Scaling / Bleeding to 1 or lower kinda make it betterThanks for doing some testing regardless. I’m using Beam Clipping quite “successfuly” with my NTSC presets, but alrightly, they are not getting Dracula’s red eyes look better. It’s a matter of horizontal edge circumstances (mostly) which can be more or less different compared with other presets. Maybe you’ll try some other base ntsc settings some other day which would benefir from Beam Clipping…
dont know if you get what I mean by “odd” but it’s the vertical lines artifacts
here with the base crt-guest-advanced-ntsc.slangp but with “Clip Saturated Color Beams” set to 1
and I remember there are other examples in other games and systemsI’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